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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • e-freak
    • November 28, 2007 at 1:53 PM
    • #5,121

    looks nice - style reminds me of your sp mod

  • D3ads
    • November 28, 2007 at 2:42 PM
    • #5,122

    Nice Vivi

  • Minos
    • November 28, 2007 at 2:55 PM
    • #5,123

    Nice stuff vivi~~

  • Fяэ&a
    • November 28, 2007 at 3:16 PM
    • #5,124
    Quote from Minotauro

    Nice stuff vivi~~

  • PogoP
    • November 28, 2007 at 4:28 PM
    • #5,125

    Looks good Vivi, but I would be really confused about where the hell I can and cannot place portals.

  • Warby
    • November 28, 2007 at 4:28 PM
    • #5,126

    wants portal sp episodes weeeeeeeeeeeee

  • General Vivi
    • November 28, 2007 at 4:46 PM
    • #5,127

    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

  • Psy
    • November 28, 2007 at 9:31 PM
    • #5,128

    Looks brilliant. GJ!

  • ⌐■_■
    • November 29, 2007 at 3:19 AM
    • #5,129
    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?

  • Scinbed
    • December 1, 2007 at 4:22 AM
    • #5,130

    [Blocked Image: http://img80.imageshack.us/img80/9615/screenshot00008btr4.jpg]

    techy techy ut3 tech

  • Sindwiller
    • December 1, 2007 at 11:22 AM
    • #5,131

    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?

  • Evert
    • December 1, 2007 at 1:22 PM
    • #5,132

    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.

  • PaulH
    • December 2, 2007 at 12:00 AM
    • #5,133

    My first UT3 test level after a day of messing in the editor

    [Blocked Image: http://img401.imageshack.us/img401/2933/testlevel2il8.jpg]

  • Skjalg
    • December 2, 2007 at 2:27 AM
    • #5,134

    hehe reminds me of farcry : )

  • -HP-
    • December 2, 2007 at 4:43 AM
    • #5,135

    Indeed, but you can instantly tell that UE3 is not cut out to this kind of environments!

  • Skjalg
    • December 2, 2007 at 5:00 AM
    • #5,136

    yeah its the harsh shadows/contrasts in the sand that gives it away.. atleast for me.

  • Thrik
    • December 2, 2007 at 5:23 AM
    • #5,137

    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.

  • General Vivi
    • December 2, 2007 at 9:33 AM
    • #5,138

    a bit off since your crates and things don't give off a shadow. id crank up the shadow map for that terrain!

  • PaulH
    • December 2, 2007 at 12:14 PM
    • #5,139

    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.

  • D3ads
    • December 2, 2007 at 1:48 PM
    • #5,140
    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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