This is a simple script to be used in the editor which allows to scale the current level.
Note 1: Most of the action checkboxes (like "Scale Level", "Undo", etc.) won't be shown as ticked ever.
context, thus the native plugin features some methods to changes these from the MapScaler actor.
whether a plugin is required or not in the "Native support" field/property in the details panel.
the MapScaler will print out the running version.
editor is updated, the MapScaler plugin has to be updated.
details tab while having the MapScaler selected.
this mechanism, changing various properties may take time depending on the size / actor count of the map.
Check the MapScaler_Readme.txt for more information.
Changed: Renamed "Update" to "Scale"
Fixed v1.4 (native): PointLights (and other component specific actors) are not scaled.
This is incredible. I haven't tried it yet, but SO many people are going to find this useful.
Oh man Rattle, you're a frickin' genius! This is awesome!
I just tried it, it worked beautifully. I'm in the process of rebuilding the lighting.
If anyone's curious, I'm experimenting with scaling Lea up. I chose a value of 1.04 (4%). The map feels really good now. The reason I'm experimenting with this is because at the beginning of UT4, the scale seemed about right. Now the scale seems a bit off due to changes to movement.
Hehe. Nice. Let me know how it worked out. I'm currently fixing the issue with pickup bases. I'm also pretty sure I have to exclude some additonal Actor types from scaling (such as Playerstart). Don't know if lightning works the same way if the "Draw Scale" is adjusted and not the light radius. Also not sure if Blueprint classes work when they have construction script which is relying on the scale/position.
I mostly tested the script with the example map and checked if everything is scaled up/down. Additionally I tried some other maps such as Output and BigRock. Values such as gravity are disregarded from scaling for instance.
@Maul. I know. just kiddin.
There are several things I've adjusted with the MapScaler Blueprint. One major change would be the fixed scaling issues for pickup bases. I also added some additional options like non-uniform scale (overriding Z). Probably going to release/upload i tomorrow.
If anyone has ideas what classes should not be scaled, or others should be adjusted, let me know. I will also add an option to scale the JumpPad distance accordingly for instance (not sure about elevator speed though).
The reason I'm experimenting with this is because at the beginning of UT4, the scale seemed about right. Now the scale seems a bit off due to changes to movement.
Quite honestly, this is a game changer (literally and figuratively ). Being able to scale maps easily so you don't have to be afraid to spend a bunch of time mapping that might be lost to new movement changes, is just huge! Obviously there are other factors related to movement other than scale but being able to easily scale is amazing.
Rattle, you need to post a pointer to this in the level design forum and maybe the general discussion forum. The word needs to get out about this.
Oh, it does BSP scaling too now!
Very interesting, I'll have to try it soon, sounds like it could be extremely useful.
wow! I can't wait to try this! Great great job man!!!! This should be added to the editor in the next build!
Updated the MapScaler. Mainly, this would be a final candidate as everything I came up with has been fixed or implemented. This new version allows some various options for scaling such as auto-alignment of pickup bases which fixes the offset issue existing in a previous version. The download is in the first post. As always, let me here if you encountered issues or provide some feedback. Keep in mind, if you suggest some possible ideas for future release, Blueprint is very limited in that regard which might be difficult or impossible to implement such ideas/features.
Hava fun scaling your map and try out different sizes.
RattleSN4K3, please, keep it up and running.
Will it be "safe" to use on a fully meshed map?
CaptainMigraine, what is your experience so far, as a few days passed?
Now it works like a charm, really helps to adjust and check things on the run, but I wonder how does it turn out workflow-wise? I mean - the game still gets minor movement/scaling fixes which effectively change the feeling of a game space, pacing etc. Will it be safe to use this tool on a final touch, or should I use it to testing only and then adjust all the things manually? Personally, I work on grid of 50 for the most time, but one of my maps tends to feel a lot better scaled down to 95% of the actual size.
Last edited by insomnaut; 08-08-2015, 03:31 PM.
Insomnaut I recommend using this as the absolute very last step for a map that is too far in development to make certain scale changes. For instance, DM-Lea benefits from a 4% scale increase, but the map id essentially finished. Going back to make manual scale changes is out of the question. Most importantly, scaling the map makes lining up meshes almost completely off the grid and requires manual alignment. I don't recommend modifying a scaled map. Keep an unscaled version for making revisions and make a final gameplay version that is scaled with no further revisions except for absolutely necessary tweaks.
Last edited by Neilz0r; 08-08-2015, 03:31 PM.
Thank you, CaptainMigraine. This is exactly what I was hoping for!
Last edited by insomnaut; 08-08-2015, 04:15 PM.
Most importantly, scaling the map makes lining up meshes almost completely off the grid and requires manual alignment.