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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Vilham
    • January 6, 2011 at 6:47 PM
    • #8,181

    Couple questions about unreal for you guys:

    Can you make brush part of a matinee in unreal?

    Can you make a brush apply dynamic lighting to its surfaces?

    Can you make things like jump pads/nodes dynamic, ie moving?

  • Serenius
    • January 6, 2011 at 6:50 PM
    • #8,182
    Quote from Vilham

    Couple questions about unreal for you guys:Can you make brush part of a matinee in unreal?

    Can you make a brush apply dynamic lighting to its surfaces?

    Can you make things like jump pads/nodes dynamic, ie moving?

    1) Only if you convert the brush to a mesh, and place that mesh as a Mover/InterpActor

    2) Yes, it's in the surface properties

    3) As long as there is a Dynamic/Moveable version of the actor, yes.

  • Vilham
    • January 6, 2011 at 7:01 PM
    • #8,183

    So nodes can by dynamic and it will update the nodes as you play? Awesome.

  • the0rthopaedicsurgeon
    • January 8, 2011 at 4:59 AM
    • #8,184

    i've done more work on my imperial boy scene. it's a non-playable scene, and i don't know if i'll ever texture it because i can't do hand-painted textures, but eventually i plan on importing it to UE3.

    click for enormous images:

    [Blocked Image: http://img810.imageshack.us/img810/1962/platform3t.jpg][Blocked Image: http://img146.imageshack.us/img146/1896/noriba6t.jpg]

    i'm making the top image here, but using everything as a reference for detailing:

    http://tksn.web.infoseek.co.jp/notebook/img225.htm

  • Jetsetlemming
    • January 8, 2011 at 5:41 PM
    • #8,185

    Started a project last night in L4D with three other guys, we all work on one map of a campaign, all together at planned events for preset amounts of time. Last night was 10:30 to 2:30. I missed the first half an hour or so (whoops!), but I think what I came up with is pretty good so far, especially since I have a clear picture in my head where I'm going with it.

    [Blocked Image: http://i.imgur.com/TjlXyl.jpg]

    [Blocked Image: http://i.imgur.com/BM7tWl.jpg]

    [Blocked Image: http://i.imgur.com/PGl8il.jpg]

    [Blocked Image: http://i.imgur.com/4URg9l.jpg]

    I knew I was on a time limit so I chose a theme that let me heavily rely on models. Behind all those hedges are simple nodraw walls for the sake of vis. Next event I'm going to start dropping displacements for the ground, paint it with dirt and grass, and manually place swampgrass models bordering the path. I intend to have the grass nav spaces set to "Laydown" so idle zombies can pop out from hiding in the grass.

    Also I forgot to make that big cylinder underneath the fountain in the third shot a func_detail, and yet the map still compiles fast as you'd want anyway. Must be some sort of miracle.

  • Vilham
    • January 8, 2011 at 7:26 PM
    • #8,186

    Btw how come this site doesn't have a Level design help thread or something, I would think with the knowledge base this site has it would be a very useful thread for users?

  • -HP-
    • January 8, 2011 at 7:30 PM
    • #8,187
    Quote from Vilham

    Btw how come this site doesn't have a Level design help thread or something, I would think with the knowledge base this site has it would be a very useful thread for users?

    Older than my gramma, but here

    viewtopic.php?f=57&t=3913

  • Vilham
    • January 8, 2011 at 7:36 PM
    • #8,188

    yeah i always think of that as more of a link thread, basically telling people is they want help to go elsewhere :/

    like atm im trying to learn how to create various effects in unreal with lighting but the 3d buzz tutorials (which so far have been the best unreal tutorials) don't really go into that much detail and are for the UDK rather than UT3 editor which has less options.

  • -HP-
    • January 8, 2011 at 7:39 PM
    • #8,189

    If people want help, they can just ask and they will get it for sure!

  • Mr. Happy
    • January 8, 2011 at 11:53 PM
    • #8,190

    orthopaedic surgeon I always look forward to seeing your progress on this project. you should have your own thread

    if you do end up texturing and lighting the scene consider doing the night version for lighting as the colors and composition of the lightbeams are awesome too.

  • ⌐■_■
    • January 9, 2011 at 6:21 AM
    • #8,191

    very much in progress:

    [Blocked Image: http://img255.imageshack.us/img255/5103/bstn.png]

  • Jetsetlemming
    • January 9, 2011 at 9:19 PM
    • #8,192

    [Blocked Image: http://i.imgur.com/M54XL.jpg]

    [Blocked Image: http://i.imgur.com/2xueo.jpg]

    You'd think this map would be pretty taxing but it runs about equal to the Parish finale for me- a couple frames less than the rest of the game, but nothing to whine about. The map's just about guaranteed to spawn a tank or witch or both, for reasons I'm unsure of. I guess the director likes the grass or something. It's also super heavy on the hordes.

  • ⌐■_■
    • January 10, 2011 at 2:36 AM
    • #8,193

    little progress made this sunday (fast compile):

    [Blocked Image: http://img254.imageshack.us/img254/923/78383876.jpg]

    [Blocked Image: http://img202.imageshack.us/img202/9108/47085798.jpg]

    [Blocked Image: http://img713.imageshack.us/img713/8916/94677531.jpg]

  • Sentura
    • January 10, 2011 at 2:58 AM
    • #8,194

    you should probably make displacements out of that snow,..

  • ⌐■_■
    • January 10, 2011 at 6:46 AM
    • #8,195

    I originally wanted this map to be big and run smoothly on older machines too, but I'm indeed considering your suggestion.

  • Sentura
    • January 10, 2011 at 7:06 AM
    • #8,196

    displacements do not take up more memory or lessen peformance worse than brushes, so it should be a no brainer.

  • sarge mat
    • January 10, 2011 at 8:17 PM
    • #8,197

    A total reboot of a L4D campaign I posted work in progress of here before. Only put the most important buildings in at the moment, lighting is also very odd need to spent time with that

    [Blocked Image: http://img228.imageshack.us/img228/3065/rivercrossinghighway10j.jpg]

    [Blocked Image: http://img94.imageshack.us/img94/3065/rivercrossinghighway10j.jpg]

    [Blocked Image: http://img819.imageshack.us/img819/3065/rivercrossinghighway10j.jpg]

    [Blocked Image: http://img405.imageshack.us/img405/3065/rivercrossinghighway10j.jpg]

    [Blocked Image: http://img153.imageshack.us/img153/3065/rivercrossinghighway10j.jpg]

    [Blocked Image: http://img23.imageshack.us/img23/3065/rivercrossinghighway10j.jpg]

    [Blocked Image: http://img15.imageshack.us/img15/3065/rivercrossinghighway10j.jpg]

    [Blocked Image: http://img560.imageshack.us/img560/3065/rivercrossinghighway10j.jpg]

  • Vilham
    • January 11, 2011 at 11:42 AM
    • #8,198
    Quote from Sentura

    displacements do not take up more memory or lessen peformance worse than brushes, so it should be a no brainer.

    yeah.

    Just make sure you place nodraw brushes to match the general terrain to ensure culling.

    Images

    • 20b_octavius.webp
      • 15.19 kB
      • 512 × 288
    • 20b_barragan0003.webp
      • 60.82 kB
      • 1,280 × 720
    • 20b_barragan0004.webp
      • 62.44 kB
      • 1,280 × 720
  • ⌐■_■
    • January 11, 2011 at 2:12 PM
    • #8,199

    thanks, both of you. I will work on the snow

  • Vilham
    • January 12, 2011 at 12:31 AM
    • #8,200

    ok, how do I make a diamond shaped brush in unreal? Ive tried but it keeps causing UT3 editor to crash.

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