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Showing content with the highest reputation on 04/08/2016 in all areas

  1. rosk

    De_Quarry [WIP]

    GO TO THE BOTTOM FOR NEWER SCREENSHOTS Hi everyone, This is my map Quarry. As you can tell its in a very early state. I have been making changes and updates thanks to the feedback from some other people. I am uncertain about some parts of my map for instance the layout is rather square and could use some more interesting elements to it. The skybox is Dust 2 because I have had to change map files a few times to get the spawns working. You may be wondering why Terrorists are attacking and destroying a quarry? Thanks for reading! An early version is currently on the workshop, I have not packed the textures but they do not impact the current version. I am currently re-naming the map, my first ideas are "Concave" which is another term for quarry. Overview
    4 points
  2. It's been a busy few days but I'm getting there. Layout might not have been perfect however I'm getting some decent detail practice in.
    4 points
  3. Started white boxing but would consider a collaborating with someone. Gonna bang out the rest of my whitebox this weekend and I have some art inspiration in my head for the mesh work. It's gonna be good.
    4 points
  4. dux

    Star Wars

    2 points
  5. Thrik

    Star Wars

    Looks interesting, because it's a spin-off film I wasn't expecting much of this but it does look good. I expect it'll be much less laden with flashy epic set pieces like the main series and will focus more on telling a strong story. It'll also be cool to see an actual return to some of the more classic stuff. I noticed they brought back the old stormtroopers (if you didn't notice they're quite a bit different in The Force Awakens)...
    2 points
  6. I'm think I'm gonna give this a go Good luck everyone!
    2 points
  7. Think people that want VR need to install some kind of wire support that will dangle from the ceiling so you don't trip. Surprised I haven't seen one in the demo rooms yet
    2 points
  8. Ubersmack

    ..

    ..
    1 point
  9. Name: Baxter Broderick Nick: Crafty Map: DM-Quay DL: . The goal theme is a jetty/dock leading into a kind of hanging garden with flowers, plants and trees. “I agree that this content constitutes a Submission under the Unreal Engine EULA ( https://www.unrealengine.com/eula ).” ___________________________________________________________________________________________________________________ DL (updated 20/05/16): https://mega.nz/#!D8MRUDbb!Qg5hCU6cq0Duw_m8kQ9xI7u-7mYy1gJMNgX8kb6SlhM
    1 point
  10. That was a depressing read. Looks like Tim Sweeney was right all along about the UWP
    1 point
  11. rosk

    De_Quarry [WIP]

    The vehicles where in the latest update, the cement compound I think
    1 point
  12. Vorontsov

    De_Quarry [WIP]

    Just name it quarry. Looking nice, I didn't expect this at least. Did Terri make the two vehicles? They look neat-o.
    1 point
  13. rosk

    De_Quarry [WIP]

    Yeah I have all my settings for compile on fast and no Vis because it took far too long to compile when on the highest.
    1 point
  14. Vaya

    No Man's Sky

    from the soundtrack. 65dos are tight so can't wait to hear the full thing.
    1 point
  15. dux

    Star Wars

    No I really mean the end was the best part with Hamill just staring you down lol
    1 point
  16. BJA

    Star Wars

    That horn sound beginning at 0:57...why?
    1 point
  17. Mazy

    Valve: Future Hardware Plans

    I kinda want a Vive just to play The Slingshot part of The Lab, Valve's brand of humour at it's best
    1 point
  18. Meanwhile, Valve has found a way to properly advertise this, not stupid CG holograms on an "iron man cam"
    1 point
  19. So, I don't know how to make image links and I don't know how to preview my posts any more here... so I'm just gonna post this 18MB png file as it is
    1 point
  20. 'RZL

    Overwatch

    Man, you just gave me inspiration for my next project. Thanks!
    1 point
  21. We've made it easier than ever to access the development tools for Unreal Tournament, in this guide I will share instructions, and some handy links for anyone who would like to build a level for the contest. Downloading the game and editor Follow THIS link and click "Download UT for Free" (yes, it's free!) Sign in with your account or make one With the launcher open, you should see Unreal Tournament up the top, click on this Download the game (play) and editor (create) Epic Games Launcher The next step - Getting to know the game Even if you are a Unreal veteran, before starting a level, it's wise to play the game for a bit to get a feel for it. Every Unreal Tournament game has it's unique feel, scale and pacing, and UT4 is no different. It is also a good idea to take a close look at the official levels, some have been finished, some are what we call "Shells", these are a great example of proving out a levels gameplay before investing time and effort with art, Zaccabus has put together some wonderful guides, everything from basic movement to advanced weapon tips, this will be extremely useful for getting up to speed on what UT4 is all about. Click THIS to go to his YouTube channel. Basics of the Editor Unreal Editor has been widely documented, this should make it quite easy to find specific information you require, but I will provide some handy links for getting up to speed. Epic's Map Making Tutorial - Good place to start. Sid (Veteran UT level designer) demonstrating the editor - Tips from a pro. Unreal Engine Tutorial Playlist - Everything but the kitchen sink (most of this is valid to some degree for UT4). Jim Brown (Senior Designer) demonstrates the editor - Good summery of the editors core functionality. What is Team Showdown Mode? Epic was kind enough to provide us with a detailed guide on everything related to mapping for the Team Showdown mode. You can download the PDF version or the Word version. Additionally, Nato just posted a guide and discussion over at the official forums, check it out HERE How do you test your map in the game? We've made it easy to test and share your maps in the actual game, although you can play in the editor, it's always advisable to play it in the real game, we support BOT play which is incredibly useful in the early days of developing a level. Sharing a level will package all custom assets into a single file, making it easy to share with others. To add bot support for your level, simply add a "NavMeshBoundsVolume" around your entire level, when you hit build it will make the paths for you Once your level has been Built, you need to do the following to play in the game Click "Share", then "Share this level", in the bottom right of your editor you should see a message telling you the script is running, this can take anywhere from 30 seconds to 10 minuets depending on the complexity of your level. Once packaged, a prompt will appear asking if you would like to share, before doing this make a note of where the file is being saved, click "Open window to packaged Content Directory, then click no From the Epic Games Launcher, play the game, your map should show up in the list if you make Custom game. If it doesn't show up, you might need to revisit the "world settings" and make sure the game mode is set-up correctly. Share button location
    1 point
  22. Ah, okay, I assumed it was an amateur thing to mirror uvs, but I also wouldn't know how to hide it correctly. I also wasted lots of uv space, which doesn't help. The closest Valve-made equivalent I found is 6.8k tris, and that's with a little low-poly interior. I think the blockiness is just my inexperience showing Thanks for the feedback! Wireframe and UV map:
    1 point
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