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  3. PaulH

Posts by PaulH

  • UT3 - DM-Cove

    • PaulH
    • February 10, 2008 at 8:12 PM

    Neither of which i was able to find, quite frustrating really, as i said though if anyone happens to come across anything useful post it up here and i'd be very grateful I'll have a look at that mountain meo, like i said its one of Epic's meshes so i guess it's meant to be like that, i'l see if i can find a smoother one or make my own.

  • UT3 - DM-Cove

    • PaulH
    • February 10, 2008 at 11:52 AM

    I do have a cave already, if you look to the left on the 2nd shot theres a cave running under the ruins in the distance, i put an underground prison section there. The level is intended to be small and mostly visual though, so there won't be an entire network of caves or anything I will add to the building bases with some rock foundations as well as suggested a few times. Which hill are you referring to by the way as being funky Meo? I guess the rock formations out at sea are a bit pointy tho i did just use rocks from Unreal :\ I could create my own though, which i probably will.

    Also M8nkey I didnt just look at games for reference, i looked at films and real life as well, though whereas its easy to find real life reference for things such as cannons and shipwrecks, its a lot harder to find accurate pictures of buildings from the time period (something to do with lack of cameras i guess) that arent part of film sets or anything, so for the most part i turned to games for the buildings. Obviously if anyone does manage to find some decent pirate building reference photos i'd be more than happy to take them off your hands.

    Thanks guys!

  • A crashed C-130 Hercules transport plane

    • PaulH
    • February 9, 2008 at 8:46 PM

    Yeah this looks really nice

  • UT3 - DM-Cove

    • PaulH
    • February 9, 2008 at 8:18 PM

    Well, whilst i'm not disagreeing with you, i did my reasearch before hand and found reference images from multiple games that i based my ideas on, a few of which are below:

    http://img144.imageshack.us/img144/8541/12nd4.png

    http://img229.imageshack.us/img229/406/32kn1.png

    http://img144.imageshack.us/img144/4946/aopuz0.jpg

    http://img177.imageshack.us/img177/6402 ... ea2na1.jpg

    All of which have houses such as mine built on sandy and grassy ground. I did place the houses on the grassy sections of land if you look at the pictures, i thought this would be alright though obviously i'm no architect...i might add a bit of dirt to the sand and around the buildings, maybe some rock, to kind of beef up the ground a bit and make it look more supportive. As for the type and look of the buildings, well i'm sticking to that for now as those are the most common building types to come up in my search for reference.

    Thanks for the C&C btw

  • UT3 - DM-Cove

    • PaulH
    • February 9, 2008 at 7:21 PM

    But how so? Are they too low poly/badly textured? If it's anything to do with the type of buildings they are then it was my intention to have them looking like that, its the style of buildings from the time period

  • UT3 - DM-Cove

    • PaulH
    • February 9, 2008 at 6:53 PM

    You mean the houses? I did say it was pirate based, it's not a modern setting

  • UT3 - DM-Cove

    • PaulH
    • February 9, 2008 at 6:25 PM

    Have moved them to a different image host, hopefully they work now

  • UT3 - DM-Cove

    • PaulH
    • February 9, 2008 at 4:19 PM

    I'm not sure i've posted any work since i got here (except for a little UT3 test island in the WIP thread)..so i'm starting this thread to track progress of my first stab at a UT3 level. This will also be the first time i've modelled almost the entire level, as ive only come into using modelling recently at university, so am still learning a lot as i go about that, texturing and the UT3 engine. One thing you'll notice by looking at the pics below is that i've tried to create something in my own style, rather than conforming to the typical sci-fi setting of the Unreal engine. Therefore i've set it in a little pirate town (the actual town section is still being created however, it'll be up on the cliff behind the house in shot 1) complete with palm trees, ruins and whatnot. The purpose of creating this map is for my final year university project and for a portfolio piece, and whilst the pics below are definately WIP i expect to have the whole thing finished before the end of March (i have other work to do too :roll: )

    By the way if Hourences is around i'd like to thank him for his help so far on the official Unreal boards and a couple times via e-mail

    http://img142.imageshack.us/img142/8344 ... y9sas8.jpg

    http://img206.imageshack.us/img206/455/ ... y7sbv9.jpg

    http://img206.imageshack.us/img206/8283 ... y8std7.jpg

  • ctf_quarry [release]

    • PaulH
    • December 12, 2007 at 11:56 AM

    Looks great First decent custom TF2 map ive actually seen

  • WIP in WIP, post your level screenshots!

    • PaulH
    • December 12, 2007 at 11:53 AM

    The possibilities are endless We haven't given too much thought to the weapon design yet, we just want to kill some chavs is all.

  • WIP in WIP, post your level screenshots!

    • PaulH
    • December 11, 2007 at 1:52 PM

    it comes from going to university in Middlesbrough. In fact the streets and houses, and the pub in that map are all based on actual Middlesbrough locations. Not the church tho.

  • WIP in WIP, post your level screenshots!

    • PaulH
    • December 11, 2007 at 1:21 PM

    Hah, sorry about the res i'm just having a love affair with my new monitor at the moment. As for the lighting, it's already preset to the recommended values suggested by Valve, but thanks for that anyway. By 'tweaking' i meant literally just toning down the brightness of the lights on the pub and the sun is a bit too glaring when you stand looking into it, so i cut that down in size too.

    The project is a SP game for default HL2, involving crazy weapons such as sheep launchers and chav guns (it's british thing - spray someone with some White Lightning cider, their clothes change to burberry and they instantly become an enemy to the other bad guys). It's set in the style of a gameshow in a city that has been walled off to house criminals after prison overcrowding became a problem in the near future.

    Whilst the story doesnt matter too much we are just trying to put enough into it (however random) so that our team (5 artists, 5 programmers) has enough to do to earn a decent grade for this final year module. It's also not a project that's likely to be publicly released, as we only have a few months to get the whole thing together, in amongst other, bigger modules, so whilst it may be alright for a university project it won't be too polished compared to other SP mods.

  • WIP in WIP, post your level screenshots!

    • PaulH
    • December 10, 2007 at 3:11 PM

    I agree, it's a HL2 texture but its obviously designed to fit smaller walls, i just liked how it fit into the environment so i stretched it a bit I'll try some alternatives.

  • WIP in WIP, post your level screenshots!

    • PaulH
    • December 10, 2007 at 1:31 PM

    An area i have been putting together for a university group project. Props are from hl2 or were provided by the group, save for church benches. Lighting needs toning down on the pub and the sun also but its getting there.

    Images are quite large

    [Blocked Image: http://img443.imageshack.us/img443/7517/solutioncitylight20000ba0.th.jpg] [Blocked Image: http://img441.imageshack.us/img441/8112/solutioncitylight20002cw7.th.jpg] [Blocked Image: http://img266.imageshack.us/img266/3148/solutioncitylight20004gq2.th.jpg] [Blocked Image: http://img266.imageshack.us/img266/7919/solutioncitylight20005zh1.th.jpg]

  • M:I - New Dawn

    • PaulH
    • December 7, 2007 at 1:27 AM

    Great trailer What's the music from it?

  • WIP in WIP, post your level screenshots!

    • PaulH
    • December 2, 2007 at 7:06 PM

    Is that based on the edited 'less green' screenshot above?

  • WIP in WIP, post your level screenshots!

    • PaulH
    • December 2, 2007 at 6:22 PM

    Thanks for the tip, i know why the trees are more multicoloured - it's because i added a subsurface scattering effect so that blue from the sky comes through the leaves a bit. Ill tone down the ground foliage a bit though and see if that helps. The grass is just the default UT3 grass, i just copied it over to my texture package and made it a bit greener, so ill be able to tone that down easily.

    In general i realise everything in the level is a bit OTT but that's the look i go for most of the time. I know its not technically realistic but i kinda like things that way Also i upped the HDR/Brightness/Glow of the skybox to cover up the fact that it's a custom texture and it appears a bit crap without the effect to cover it up. I suppose once i research cloud cover etc i can sort all that out.

    EDIT: I edited above image after a quick brightness change in regards to the foliage

  • WIP in WIP, post your level screenshots!

    • PaulH
    • December 2, 2007 at 6:07 PM

    Did a bit more on it today, messed around with all of it and made my own water using a tutorial by Hourences (btw yes i know it's even more far cry now :roll: )...better?

    EDITED: after post below:

    [Blocked Image: http://img240.imageshack.us/img240/9625/testlvl3dl6.jpg]

    Old image: http://img117.imageshack.us/img117/7905 ... l22tp1.jpg

    Just for the record i'm not actually making this into a level, it's just something i'm using as a playground while i learn the editor

  • WIP in WIP, post your level screenshots!

    • PaulH
    • December 2, 2007 at 12:14 PM

    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.

  • Couple of UT3 related questions

    • PaulH
    • December 2, 2007 at 12:07 AM

    Ok thanks i'll look into the skybox thing, couldn't find anything relating to draworder in the terrain/decolayer properties though

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