Jump to content

Sjonsson

Members
  • Posts

    998
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by Sjonsson

  1. Sjonsson

    Overwatch

    That's right! In plural.
  2. Sjonsson

    Overwatch

    Everytime you guys post your work I get blown away. <3
  3. Lovely looking maps! Hope to see more competitions in collab with the developers of the games like this. Cheers!
  4. Heey! I've been at my summerhouse for two weeks. Sorry for the delay! Sure we could totes do that some day, need to finish up my Unreal Tournament map as well but I guess a final check to see that everything is truly working is probably a good idea. Things is we would need a server for that. Last time I had to rig one myself and it took me about 4-5h since I don't know all that much about server configs and stuff. You don't happen to know that stuff, do you?
  5. Here's some WIP of the entry I wasn't able to finish in time. Still going to finish it though! Currently doing art and lighting rework. Still haven't used any decals or vertex painting which will be the final pass. Gonna get a lot more vegetation in there and lastly some fitting post-process effects. Some more WIP shots.
  6. Haha, yeah I'm in your situation as well. Except I don't have any kids to take care of. Would be cool if we could have a Mapcore Maps Unreal Tournament server which only hosted our maps. Would be a good incentive for others to finish up their maps as well.
  7. Thanks! It went through quite a few transformations before I was satisfied.
  8. I've finally decided to call this map done! Feels good. Made a post in Work Release as well.
  9. You know that map I started working with almost two years ago? No? Well it's done anyway! I present to you my team objective map Sunwater Bay for Chivalry: Medieval Warfare
  10. I'm working like a madman here but I don't think I'll make it. It will come down to bake/packaging times now.. Edit: Yepp, I'm fucked. My final light build just crashed. Would have baked much sooner but I had to prioritize work. Sad lyfe! Edit 2: Tried packaging it with preview lighting but that didn't work either. Here's what the abomination looks like. I'm so fucking dissapointed.
  11. You're right. But the possibility to create a standard is pretty straight forward. Especially now that we have the Catalogue Tagging system so it doesn't necessarily mean the file structure has to be the same as your in-practise asset organisation.
  12. Thanks for the tip and the link. After you said that I realised I should utilize the natural light more. So now I'm making opening bigger, punching holes in ceilings, adding new window etc. Just to get some "free" lighting inside, haha! So a bit of an update: Trying to cut all the corner to make this come together. It won't be like envisioned it, with treeforts in the middle of a swamp. It will more be like a temple ruin with wooden support structures. Not very realistic but maybe I will get some time to get more believability into the map. Right now I just feel that I need to convert it to meshes to get the dressing going and then if I get the time (probably not) I will go and do believability passes. Usually I decide on what theme each area should have on forehand (such as deciding that a certain area should function as a harbour, kitchen or whatver you'd call it) but this time I simply had to cut the pre-production. Still having tons of fun though!
  13. So I did the first indoor lightpass on my map. Any pointers? I'm afraid it's a bit too dark atm.
  14. Sjonsson

    Overwatch

    Genji is love. Genji is life. Something I did this evening. Awwh yeah felt so goood!
  15. Dayum.. That's a really neat trick! Thanks for sharing!
  16. Well that's something at least! I only knew you could convert BSPs to Static meshes. Saves me at least a bit of the pain if that's the way I have to do it. Thanks!
  17. If that's the case, why the heck is there no 'replace BSP with blocking volume'-functionality?! D: Life is hard. Would a 'nodraw'-material on BSPs do fine or do I really have to replace them all with blocking volumes?
  18. Hey everyone! So yesterday I started replacing my white boxed layout with actual assets and since I don't have time to create all new assets I will be using some stuff from the game library. I will be using some of the big rock/mountain assets and I realised that their collision is quite imprecise. Due to this I tried out a method where I disabled the collision of the assets and manually placed blocking volumes. However, this is a very tedious method and now I'm trying to figure out if there's a better way. Does anyone of you have ideas? I was thinking of duplicating the stock content and generate new collision meshes for them but they will probably be quite complex and I'm not sure if that's good performance-wise. Does anyone have any suggestions? I really don't want my map to fall on optimization issues. A big thanks in advance!
  19. Sjonsson

    Overwatch

    Isbanan#2328 Hit me up!
  20. There's your @FrieChamp answer, it's simply something I do in order to get my server working. I'm quite sure I'm not doing it properly but as of know I just care that it's running at all. That's some good info though Vilham.
  21. I managed to get Showdown working on the server before I got to bed yesterday. Me, @FrieChamp and @Terri will be running a test session tonight. Time is still to be announced. Preliminary time: 20.00 CEST (Reserved for change) If you want your map tested, make sure your map is packaged and ready. You also have to make sure you set the game mode in World Settings to UTTeamShowdownGame, it's almost at the bottom of the list. If you won't do this the map will play in whatever other gamemode you set it too, also make sure not to set it to UTShowdownGame, tha'ts the duel mode.
  22. Me, @Terri and @FrieChamp are doing some testing at 7PM CEST tonight. Package your map and add me on Skype if you want to join in: stefan.jonsson9104 Awwh man that does suck! Edit: Heads up! I'm not sure I have gotten the server config to work properly as of the new patch but we will see.
  23. I packaged my map and added the link in an extra section in my Phase 1 submission post. Is there anything else I have to do @Sprony?
  24. Today me, @Terri, @mawnsson and @FrieChamp did some playtesting! This time we played my map as well as FrieChamp's and sadly I forgot to take a screenshot on FrieChamps. Shout if you want to join in next week. Target day is tuesday but it's subject to change.
×
×
  • Create New...