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Posts by Hourences

  • The Spire (Gears of War MP)

    • Hourences
    • November 14, 2007 at 8:57 AM

    Yeah theres no cover inside, none of the rooms inside are done yet, and lighting inside isnt really done either yet, theres not even fire in the fireplace.

    I wanted to place destroyed stuff in the distance, but hold off as it quickly makes it overly complex, and the exterior already is really complex for something youre only seeing for about 5 seconds before heading in. I could try with some very low poly buildings tho, and see how it looks.

    I also cant find a better sky:/

    GOW keeps reusing the sky I use, every time with a different color overlay, but yeah, its a bit low res unfortunally:/

    If anyone knows a place where I can download 2048 res skybox textures that fit this style..

    Ill move the windows deeper into the walls, they dont float, but perhaps they are a bit too much on top.

    Ill get to the middle central room today, by far the most difficult area of the level.

  • New Book/Job site/Tutorials

    • Hourences
    • November 14, 2007 at 1:10 AM

    Which one?

    As the industry book is not out yet.

  • New Book/Job site/Tutorials

    • Hourences
    • November 13, 2007 at 11:58 PM

    Yeah, there will be a PDF for around 10 pound or so. Glad you like the extract.

  • New Book/Job site/Tutorials

    • Hourences
    • November 13, 2007 at 9:52 PM

    Actually, I don't have a fulltime job atm actually, I'm preparing for a new job in February.

    Occasional Huxley tasks aside, I have all the time of the world:)

    So, step 2:

    -New tutorials.

    http://www.hourences.com/book/tutorialsue3modeling1.htm

    http://www.hourences.com/book/tutorialsue3modeling2.htm

    http://www.hourences.com/book/tutorialsue3sound.htm

    One tutorial on how to set up environment sounds, and two tutorials on modeling for UE3. How to set up a model, how to import it, how to add collision, how to batch export it, common problems, common questions, and advanced tips on how to optimize your models. The advanced tips are prolly also useful for other engines.

    -Released example extracts of my new book.

    http://www.hourences.com/book/book2procon.htm

    http://www.hourences.com/book/book2interview.htm

    -GOW map wips, as posted in the WIP forum: http://www.mapcore.net/forums/viewtopic.php?t=10097

  • The Spire (Gears of War MP)

    • Hourences
    • November 13, 2007 at 6:42 PM

    So, I finally managed to get back into custom mapping. Picked up GOW and started on a MP map.

    -WIP

    -Uses lots of GOW assets in combination with my own BSP, and I modeled all the spires and other surrounding stuff to get a unique theme to the otherwise pretty standard retail assets.

    -Will post insides later

    -Screenshots were taken in the editor viewport

    -What you see is just two days work...

    [Blocked Image: http://www.hourences.com/things/spire1.jpg]

    [Blocked Image: http://www.hourences.com/things/spire4.jpg]

    [Blocked Image: http://www.hourences.com/things/spire5.jpg]

    All screenshots:

    http://www.hourences.com/things/spire1.jpg

    http://www.hourences.com/things/spire2.jpg

    http://www.hourences.com/things/spire3.jpg

    http://www.hourences.com/things/spire4.jpg

    http://www.hourences.com/things/spire5.jpg

    http://www.hourences.com/things/spire6.jpg

    http://www.hourences.com/things/spire7.jpg

  • Gears of war pc?

    • Hourences
    • November 11, 2007 at 4:52 PM

    Making a map for it but I must say that its editor is the worst UE3 ed I have worked with to date. I crashed over a 40 times in two days on really simple stuff like opening a package, and yesterday it even managed to frigging erase my level from my HD, randomly!

    I like the game tho, I never played the original.

  • Level Design Help Files

    • Hourences
    • November 4, 2007 at 2:49 PM

    Open a ONS map and you will see that it has almost no BSP.

    You dont need BSP, its entirely useless if its an outdoor level, and only somewhat useful for indoor levels.

    Indoors youd want to zone the thing out as it works better than just placing occluders, for that you do need BSP. Open my DM rrajjigar and youll see that the whole map is mesh based, however theres BSP carved around the cavern mesh, to allow for zoning.

    If you model the whole thing, be sure to place as many objects as you can in the editor. If you can place a crate, place the crate mesh in UED and dont attach it to a larger mesh in Maya yet. Keep stuff as seperate objects, and try to reuse objects in the editor.

  • Level Design Help Files

    • Hourences
    • November 4, 2007 at 1:37 PM

    Im bored on sunday afternoon so here goes:

    You cant texture meshes in the editor. Technically, you can, as you could convert them to brushes first, then use BSP texture tools, and convert them back, but this is highly unoptimized and buggy and should be avoided at all costs. All texture work must be done in Max or Maya.

    You can however, just assign a different texture ofcourse, as long as you dont want to modify the alignment. Scaling and rotation of the entire UV layout can also be done through a material.

    I dont get the other question but you can assign a near unlim amount of different tiling tex to the same mesh, however, the more you add, the worse the perfomance.

    The game is out in less than 2 weeks btw.

  • Level Design Help Files

    • Hourences
    • November 4, 2007 at 11:13 AM
    Quote from Hourences

    Unreal Engine 3 tutorials:http://help.hourences.com/tutorialsindex.htm

    http://www.roboblitz.com/RoboBlitzEdito ... l:Allpages

    http://www.avld.org/pages/tuts/tuts.htm

    ?

    Theres not much more than that, or at least not any large sites.

  • Level Design Help Files

    • Hourences
    • November 4, 2007 at 10:15 AM

    http://architectonic.planetunreal.games ... level.html

    http://www.3dbuzz.com

    http://facweb.cs.depaul.edu/JBrzezinski ... rkflow.htm

    http://udn.epicgames.com/Two/StaticMeshes.html

    http://udn.epicgames.com/Two/ActorX.html

    There is no reason not to learn UE3, knowing UE2 is pretty much entirely useless right now.

  • PC Gears of War Map Editor Revealed

    • Hourences
    • November 1, 2007 at 10:11 AM

    Cooking is a process to optimize the map, its not really essential to have the level run so in that light its not like compiling. Rebuilding in Unreal is like compiling, as it calculates lighting and BSP.

    Cooking tries to lower filesize by stripping all non essential content of a map, eg all editor properties, textures, preview thumbs, and so on.

  • THIS IS SICK! 3DRipperDX

    • Hourences
    • November 1, 2007 at 10:08 AM

    We tried it at work last year, it worked flawlessly. It exports uber clean, no missing faces, unwelded vertices, everything is there exactly how it was made.

    Uber.

  • Art Class Project

    • Hourences
    • October 30, 2007 at 8:44 PM

    I dont have any nice models I can show, but if you can find something similar on my site you want more pics and explanation off, just ask. Painting, level, whatever.

  • Advanced Source Level Design DVD

    • Hourences
    • October 30, 2007 at 7:24 PM

    HP, a new book will be released next month or something similar, from the same authors, concentrating on UE3 rather than this one on UE2. Might be worth the wait as UE2 gets really old by now.

  • WIP in WIP, post your level screenshots!

    • Hourences
    • October 27, 2007 at 10:22 AM

    I think you need less fog as it looks washed out right now, which is pretty contradicting to the very sharp stencil like shadows you have, plus a high contrast would fit the atmosphere better.

    Nice tut.

  • Phantom Menace - Halo picture comparison

    • Hourences
    • October 26, 2007 at 10:46 AM
    Quote from Zacker

    No, I don't like it either.

  • WIP in WIP, post your level screenshots!

    • Hourences
    • October 25, 2007 at 7:25 PM

    Yeah, light is temp. Dont know what ill do with it. Prolly much darker than this, more gloomy.

    The big window is part of the identity of the house and really was the intention, based on http://members.lycos.nl/caryatid/images ... pen_18.jpg

    However, looking at it again after your comment, especially the T piece in the middle of the room bothers me now and is much too thick in comparison with other elements on the house.

    So Im going to dump the T piece, thanks

  • WIP in WIP, post your level screenshots!

    • Hourences
    • October 25, 2007 at 5:29 PM

    SotaPoika - looks good for a start, although the big steel bars with holes bother me. They are pretty close to the floor, and they feel much too heavy for the area + their orientation clashes with the composition of the rest of the room.

    _____________________________________

    UT3 map WIP - entirely modeled - 90 percent own textures and meshes - remaining 10 percent was downloaded of texture and model resource sites.

    Temp 5 minute test render in 3DSMax - not ingame - not representative of the final result - no materials or normal maps - test lighting set up in less than 10 seconds just to bring the idea across.

    White is waterfall - 7 more waterfalls in the level - 4 large ones

    The terrain and grass is a temp replacement for Unreal's internal terrain system - there will be more sand:)

    Polycount currently in view about 40 000

    [Blocked Image: http://users.pandora.be/Hourences/krodan1.jpg]

  • My Torque work for Infinity

    • Hourences
    • October 17, 2007 at 7:45 PM

    Yeah top pic is coolest, although the dark trees are kinda disturbing.

    Any info on the game? Is it going to be released?

  • New Book/Job site/Tutorials

    • Hourences
    • October 17, 2007 at 12:04 PM

    Oh certainly. I am still an independent author but I try hard to make it as good as I can. Therefore the book has been nearly entirely rewritten by a native English speaking person, proofreaded four times by four different people, and because it's a black and white print it will also be a lot cheaper, thus I have a lot more flexibility regarding the lay out.

    Oh and I plan for a LD v2 in a year or two years time.

    Thanks for the comments:)

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