Temple of Thoughts

Monday, April 18, 2005


Here is my results from some research on the various types of Triggers in the unreal engine:



Proximity Trigger
Your basic trigger. When an object comes within a radius it is activated. This object can be either the player, or any particular game class. If we were to create for example - a ‘bowl’ class – a trigger can be set up only to respond when a bowl is near it.
Possible uses: Lot of uses.

Shoot Trigger
Activated when shot. A damage threshold can be given, so it will only trigger if the damage applied is above that threshold.
Possible uses: Keypad. ‘Shoot’ the button you want to press.

Use Trigger
Now here is on I never noticed before. The trigger will be activated when the player is within a radius, and presses the ‘use’ key.
Possible uses: Pressing buttons, moving objects. Allow the player to get a good look at something before activating it.

Line of Sight Trigger
Activated when the player views an object. View angle and distances can be set.
Possible uses: Do not show a person/movie unless the player is looking in the correct direction first.

Material Trigger
When activated, it can change a texture. Texture can be on a wall, mesh, person, anything.
Possible uses: When the torch is close to the wall paintings, they start dancing.

Music Trigger
When activated, it will change the game music. Music can fade in and out on changes.
Possible uses: Having different music for outside and inside the temples. Music changes when the fire pit is ignited.

Instead of instantly being activated, a counter will count down a set number of seconds before activating.

Redirection Trigger
Redirects the activation event string to a ‘pawn’ class. Pawn classes are usually used for players and computer controlled people, but can be used for anything. Could be useful for controlling an object through a number of triggers. Would require extra coding.
Possible uses: Controlling the sun/star shard.

Condition Trigger
I don’t fully understand this one. Used for controlling AI so I don’t think its relevant to this project.


  • Triggers can be ‘connected’ – for example, when a line of site trigger is activated, it in turn activates a counter, which then counts down and activates both a music trigger and a material trigger.

  • Triggers can display a message on the screen when triggered.

  • Triggers can be set to only trigger once, or be given a time before it can next be activated.

Wednesday, April 06, 2005

Panorama thoughts

After playing with panoramas for a few hours, I've come to the conclusion that there are three ways to mimic QTVR in the unreal engine.

The simple way is to create a cylinder and apply the (very wide) panorma texture to it with the player inside. This works fine, except Unreal lets the player look up and down, totally destroying the effect when you see the edges of the textures. It's also incredibly difficult to line the edges of the texture up without being able to specify the width of each polygon face.

- Eliminates above issues
- We dont have any 360' series of photos to work from
- Textures become distorted.

- Some of the UT2004 maps' skyboxes are just cubes, however the textures are created in such a way that viewing them from a specific point (the location of the skyzoneinfo) make them seamless and panoramic, this would be the ultimate solution, however I dont know of any software to generate such textures. I have posted in a few editing forums and will also google and failing that..contact Erik and maybe he knows something.

Live Bookmarks

For those of us using Firefox, I discovered blogspot has support for 'Live Bookmarks'.
When browsing a site with support, Firefox displays an orange icon in the right of the statusbar, which enables you to subscribe to an xml feed which updates a your bookmarks accordingly. Very cool :)

More info:

Checkin In

Just testing to see how this all works, will post more soon


Hello World

This is not a drill.