looks nice - style reminds me of your sp mod ![]()
WIP in WIP, post your level screenshots!
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Nice Vivi

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Nice stuff vivi~~
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Quote from Minotauro
Nice stuff vivi~~
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Looks good Vivi, but I would be really confused about where the hell I can and cannot place portals.
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wants portal sp episodes weeeeeeeeeeeee
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Thanks guys

I made the custom props and textures a while ago for a different project and realized that they would never see the light of day. So I decided to use them
!the dumpster model was made by my good friend ilya
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Looks brilliant. GJ!
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Quote from generalvivi
Thanks guys ^^I made the custom props and textures a while ago for a different project and realized that they would never see the light of day. So I decided to use them
!the dumpster model was made by my good friend ilya
i hope youre not talking about consipiracy?

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[Blocked Image: http://img80.imageshack.us/img80/9615/screenshot00008btr4.jpg]
techy techy ut3 tech
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Smoooth... (wow, that X-Tech wall looks like it was ripped of from Zymotic)

EDIT: Does someone know how to change bot skill/difficulty in test matches (console command)? I want to playtest a little layout I mapped, but it's pretty pointless with completely retarded bots... or does it heavily depend on the placed path nodes?
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Zym-what?
Hard to judge from one room, but it looks arite.
Roof looks too flat, a lot of details in it that looks like it should be visible on longer distances, up close like that it could use more geometry.
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My first UT3 test level after a day of messing in the editor
[Blocked Image: http://img401.imageshack.us/img401/2933/testlevel2il8.jpg]
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hehe reminds me of farcry : )
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Indeed, but you can instantly tell that UE3 is not cut out to this kind of environments!

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yeah its the harsh shadows/contrasts in the sand that gives it away.. atleast for me.
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UT3 seems to look a bit iffy in general with strong, vibrant colours. It seems to generally look better when more desaturated, with bold colours reserved for specific light sources and bits of detail.
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a bit off since your crates and things don't give off a shadow. id crank up the shadow map for that terrain!
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Hah ok steady on guys only so much i can learn about the editor and do in one day!
I actually did look into the shadows vivi, well i mean i set the crates and barrels to give them off but it didnt do anything, terrain doest act like a normal surface so i need to find out how to make it recieve shadows and how to change those shadows lightmap values.(EDIT I just found out all the actors are giving off shadows onto the terrain, but only when you stand right next to them or zoom in close in the editor. Strange)
What i intend to do after i learn about this editor properly is create a pirate themed village map for my final year uni project, that's what i did those props for and i'll be doing lots more. I also want to try my best to move away from the UT environment style, once i learn what looks good and what doesn't.
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Quote from PaulH
My first UT3 test level after a day of messing in the editor[Blocked Image: http://img401.imageshack.us/img401/2933/testlevel2il8.jpg]
It's a Crysis alpha
Not bad considering how new you are to the engine! -
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