Quote from cashedfooling around with snow, textures and decals. phhhhooonnngggg
Common' man, you're on the way to remake de_survivor !
Quote from cashedfooling around with snow, textures and decals. phhhhooonnngggg
Common' man, you're on the way to remake de_survivor !
Quote from El MoroesCommon' man, you're on the way to remake de_survivor !
Or as_tundra! You can still choose ![]()
@cashed Just fooling around or fooling around and turn it into something cool? ![]()
Quote from SquadOr as_tundra! You can still choose
@cashed Just fooling around or fooling around and turn it into something cool?
Oh yes, this was a good map too ! ![]()
Yeah Cashed we need an answer !
Survivor, like all 3D-Mike maps, was awesome.
Quote from KeyserSoze93Are you using a cylinder? Because if you are, you should know that bsp cylinders in unreal automatically place their own vertices off grid, which might cause issues later.
i know because i had a bunch of those in my level, and after a while all of the bsp:s in the entire level completely flipped out.
if you want to use that shape, i would suggest you use a cube instead, and extrude two faces on opposite ends of the cube and then shape the cube into a cylinder instead. Then it will definitely stay on the grid
Cool! Thanks for the tip! I'm aware of BSP being on a whole other level of "f**k up. but i'm just trying to use it to the extent that i need. and then create meshes from the bsp that is acting up > then giving the mesh a collider.
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Looks mega yellowy green?
Quote from Iceberg
Not too bad however the choice of lighting may be too strong on the yellow side, unless this is designed as a radiated area. In Which case it works well.
Squad @el-moroes thinking about an making a CS_ map over the holidays. Small snowy town. Creating some assets now.
Quote from BastionNot too bad however the choice of lighting may be too strong on the yellow side, unless this is designed as a radiated area. In Which case it works well.
Not too bad however the choice of lighting may be too strong on the yellow side, unless this is designed as a radiated area. In Which case it works well.
Quote from VayaLooks mega yellowy green?
color values are similar to those of other maps to the uniqueness of this has less red and more contrast with the green
Deep WIP, very very early version screenshots
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About this part (Bombsite A): The truck broke and terrorist want to blow up expensive delivery. They've two ways from little' 'warehouse': doors and catwalk (i really like this catwalk as a way to site).
That's a daaaaamn huuuuge stairs you got here !
Quote from AztkDeep WIP, very very early version screenshots
Hidden Content
About this part (Bombsite A): The truck broke and terrorist want to blow up expensive delivery. They've two ways from little' 'warehouse': doors and catwalk (i really like this catwalk as a way to site).
I will always suggest that you do not go into details on your map until the layout and gameplay is complete, development textures are your best friend.
Quote from BastionI will always suggest that you do not go into details on your map until the layout and gameplay is complete, development textures are your best friend.
I know, I know. I had an idea and I made it ;p
Quote from 3DnjThat's a daaaaamn huuuuge stairs you got heIe !
I'll change them ;p Maybe I was blind and i didn't see those stairs ;p
Still working on the Kremlin Clock Tower. Some before and after shots:
Before
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After
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Still messing with this editor
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Are you actually working on something or are you learning UE4 for something else?
I'm just goofing around with it to learn it
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