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[UT2k3] Oasis

  • KIIIA
  • January 28, 2006 at 10:33 PM
  • KIIIA
    • January 28, 2006 at 10:33 PM
    • #1

    It took me some time to switch from Q-Engine based editing to the U-Engine but finally i want to show you very very,early WIP shots from my current project.

    Everything is still very WIP, so wrong texture alignment,missing parts or simply lack of details are to be blamed to that.

    100% Custom Content!

    [Blocked Image: http://www.kiiia.com/oasis/oasis1.jpg]

    -

    [Blocked Image: http://www.kiiia.com/oasis/oasis2.jpg]

    -

    [Blocked Image: http://www.kiiia.com/oasis/oasis3.jpg]

    -

    [Blocked Image: http://www.kiiia.com/oasis/oasis4.jpg]

    -

    [Blocked Image: http://www.kiiia.com/oasis/oasis5.jpg]

  • Taylor Swift
    • January 28, 2006 at 10:46 PM
    • #2

    Looks small

    - no crates, yes no crates.

    - looks strange with the shadows

    - every house looks like a model

  • DaanO
    • January 28, 2006 at 11:23 PM
    • #3

    I really like where you're going but i'd say it lacks a focal point. Awesome textures

  • hessi
    • January 28, 2006 at 11:38 PM
    • #4

    i like it. just redo the plants.

    the shadows always look like that in unreal engine.

    go on KIIIA!

  • Minos
    • January 28, 2006 at 11:52 PM
    • #5

    The shadows look really weird on the Unreal engine yea. Appart from that it needs a focus as Daan0 said... The custom stuff looks good (except the palm on the left in the first screen).

    So yeah, keep it up, it looks promising.

  • teeluu
    • January 29, 2006 at 12:52 AM
    • #6

    Like other ones have said - shadows looks a little odd at some places but i love it, especially textures.

  • st0lve
    • January 29, 2006 at 2:12 AM
    • #7

    Whats the stupid light thing in the 1st screen on the legde? Looks so damn wacky and it doesn't make any sense in my drunken head.

    I like maps like this I think, I wish I had UT.

  • Grinwhrl
    • January 29, 2006 at 4:46 AM
    • #8

    looks very nice.

  • kleinluka
    • January 29, 2006 at 8:12 AM
    • #9
    Quote from Nz-Nexus

    Looks small- no crates, yes no crates.

    - looks strange with the shadows

    - every house looks like a model

    Every house looks like a model. ehhh so what? it's the unreal engine. welcome to the future! No comment on the "no crates" remark :roll:

  • RD
    • January 29, 2006 at 9:12 AM
    • #10

    the metal railing dont really fit

  • von*ferret
    • January 29, 2006 at 7:06 PM
    • #11

    very hot so far, wanna tell me how you achived lighting like that? I always seem to get a very harsh contrast.

  • seppe
    • January 29, 2006 at 8:29 PM
    • #12

    me likes

  • KIIIA
    • January 30, 2006 at 1:33 PM
    • #13
    Quote

    very hot so far, wanna tell me how you achived lighting like that? I always seem to get a very harsh contrast.

    Yeah, lighting Statics in Unreal2k3 really can be pain in the neck. Being used to the comfortable env_sunlight entity from HL1 i really was shocked when i saw the fucked up results when i applied a sunlight actor for the first time. Lighting the scene the way it is now ( which is obviously far from satisfying ) was a hard struggle of putting millions of normal pointlights in the scene and moving them around to fix the main lighting errors.

    I even experimented with 4 sunlight actors to get normal shadows......

    To show you what i came up with in the end, i made a picture of my lighting concept!

    [Blocked Image: http://www.kiiia.com/Bilder/lightingex.jpg]

  • Hourences
    • January 30, 2006 at 2:04 PM
    • #14

    You dont need those small lights, they are useless

    They are not the way to go

    I think most people in this thread arent really understanding vertex light. Theres nothing weird with the lighting in UT, its just vtx light and not lightmapped like you are used to. Building your meshes with vtx light in mind, which would mean tesselating it more, can fix most lighting probs.

    Itll never be as awesome as per pixel realtime or even lightmapping but hey, itll look decent.

    my tutorial

    http://www.planetunreal.com/phalanx/tut ... vertex.htm

    You also have a couple of smoothing group probs I think. Aware of that or intentional or still unfixed ?

    The map itself looks nice and the custom content is good, if you manage to fix all probs up and keep on working on it you might get a very nice result.

    You are going to place more lights/lamps than just the sunlight right ?

    More blue backlighting btw.

  • KIIIA
    • January 30, 2006 at 2:25 PM
    • #15
    Quote

    I think most people in this thread arent really understanding vertex light. Theres nothing weird with the lighting in UT, its just vtx light and not lightmapped like you are used to. Building your meshes with vtx light in mind, which would mean tesselating it more, can fix most lighting probs.

    I actually read your tut and i`m aware of the issue "Vertexlighting".

    Apart from that i tried several other methods like prerendered textures and lightmapped statics with several bUnlit and Glow settings but the result was never satifying!

    Where do you see Smoothing Group errors?

  • Hourences
    • January 30, 2006 at 2:32 PM
    • #16

    On window frames, corner stones and stuff I think

    Vtx light is never perfect but its doable. Youll always keep blurry stuff around. Live with it

    You tesselated everything enough ?

    For things like the tree shadows you could always try a projector

  • Algor
    • January 30, 2006 at 2:33 PM
    • #17

    first shot, top left. second shot, top left.

    i would say smoothing groups are mainly the problem here also. you may just have to remove them (smoothing groups) on some of the flat surfaces.

  • nico
    • January 30, 2006 at 2:42 PM
    • #18

    looks sweet! the vines are a really neat touch =)

    Dunno who said it first, but i agree the railings does not fit. Should perhaps make them more detailed and "tighter" with a sortof oriental pattern, or change it fully to something made out of clay with small pillars. The metal railing does not fit the "old" look as it is now, but with more detail it might. Keep it up!

  • von*ferret
    • January 30, 2006 at 10:29 PM
    • #19

    I know about vertex lighting, I just dont like the harsh whits, and the dark blacks that unreal pulls out. I too am used to halflife and its nice soft baked shawows.

  • mike-0
    • February 13, 2006 at 11:45 PM
    • #20

    so this ones for all the hatas who said all u can do is blue futuristic

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