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TheGlecter

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Posts posted by TheGlecter

  1. Gratz to the winners and thanks to Epic and Mapcore for the contest!

    I'm really looking forward to playing most of the maps (I haven't yet, and they look totally awesome!), but I'd like to know first about the ones that work in the newest build. I see that Scinbed and Maul have recooked their maps lately, but do the other levels work fine or should we wait for them to be fixed?

     

    6 hours ago, Mitch Mitchell said:

    Let me be the first to say Congratulations to TheGlecter;)

    Scinbed, Byron Gore, Heresiarch, MauL, all had significantly excellent maps, but I feel DM-Batrankus just pipped it, but only just.

    Hey, glad to hear you like Batrankus and its death ledges! :P I didn't see Epic do any weird trick out of the spike pits in the stream, but there are plenty of wall tricks and boot jumps to do by the outer edges of the map, and that's what the death ledges are for... ;) Anyway, I'm super happy to be on the top 3... that's more than I had bargained for!

  2. 16 hours ago, NATO said:

    Cool, can't wait!

    Just uploaded a fixed version of my map BTW. Fortunately, the .pak was far more broken than my map's file once I opened it in the editor, and it just took a bit of work to roll back to previous backup assets. :)

    I'm posting the new link here since the other thread is locked:  DM-Batrankus_RC1c

    Best of luck everyone!

  3. 38 minutes ago, RZE said:

    I'm sorry that this has occurred.

    We have all of the MapCore entries and the build that it was generated on (0.1.2). We'll be judging them from that point, where they were submitted in the build that they were submitted for.

    Thanks, that's really good to hear! :)

    Quote

    it would be appreciated if you can help identify Epic what's gone wrong (which some of you have already done).

    I still have the backups, but It seems that tons of assets from the Environments -> Outside folder have changed. Lots of meshes from the Merged folder are missing to start with, and some stuff from Textures has changed too (so having a copy of the master materials didn't work here...). I have quite a lot of broken Decals aswell...

    The screenshots I got from poLemin are... frightening. It's definitely not about a couple of missing assets. It's the whole level that got messed up. :( Fortunately, I have just managed to open it in the editor before updating, so I'm going to copy as much stuff as I can to my personal folder...

  4. Quote

    Version notes for build released 7/13/2016:

    TLDR: Major Changes This Build:

    - Titan Pass CTF level visual pass for better clarity and improved performance.

    I'm quite concerned about this. One of the last updates changed a bunch of materials and meshes from the content folders, which caused problems in many custom maps that have not been recooked since then. I really hope a recook is not necessary, but I'm creating a backup of some of the Environments folders just in case...

  5. 1 hour ago, Mitch Mitchell said:

    I altered the light map resolution on some stuff...so that needed its own folder and references for it to work without resorting to the defaults.

    Hey, you don't really need to create custom duplicates of StaticMeshes to change the lightmap resolution if you don't want to. There is an 'Overrride Lightmap Resolution' setting in the StaticMesh properties where you can set a specific value per mesh without editing the original assets.

  6. Hey, just released a quick update to my map! I have updated the links of both this thread and the 'Phase 2 Submissions' one. I haven't tested this new version enough by myself, so I'm keeping the July 1 version link in the submissions thread too, in case there is something wrong with this new version (probably not...).

    12 hours ago, poLemin said:

    How did you guys implement the Overcharge?

    UTGenericObjectivePoint actors. ;) Haven't tried choosing it in a PowerupBase, but that would most likely spawn the powerup in non-TSD game modes, which you really don't want to happen (especially if you have more than one location).

  7. 20 hours ago, leoncoachman said:

    I save my file as PAK and shared it and everything but how do i retrieve it to show the rest of yall my level it know where on my desktop or computer??

    If you have cooked your map (Share -> Share this Level) without problems, you should be prompted a Yes/No dialogue box. At the bottom left of that box there's a link to your .pak file's folder. (BTW, click 'No' on the dialogue box... :P)

    In my Windows 10 laptop the .pak files folder is: [MyDocuments]\UnrealTournament\Saved\Paks\MyContent\

    That's where you'll find the file to upload for others to play your level. ;)

  8. Phew! My level is finally up! It's been 2 intense mapping months here! :)

    Download: DM-Batrankus_vRC1a (July 3, 2016)

    Development Thread: https://www.epicgames.com/unrealtournament/forums/showthread.php?23802-DM-Batrankus-Mapcore-TSD

    Really looking forward to hearing some feedback!

    DM-Batrankus_vRC1_01_1280.jpg

    Best of luck everyone!

  9. Full Name: Óscar Crego

    Nickname: TheGlecter / G.Lecter

    Map: Batrankus Bastion [DM-Batrankus]

    Download: DM-Batrankus_vRC1a (July 3, 2016)

    [If something was wrong with this link or file (not likely but who knows), please use the July 1 version for the contest!]

    Development Thread: https://www.epicgames.com/unrealtournament/forums/showthread.php?23802-DM-Batrankus-Mapcore-TSD

    I agree that this content constitutes a Submission under the Unreal Engine EULA (https://www.unrealengine.com/eula).

    Screenshots:DM-Batrankus_vRC1_01_1280.jpg

    DM-Batrankus_vRC1_03_1280.jpg

    Enjoy! And use your jumpboots wisely! :)

  10. 3 hours ago, Mitch Mitchell said:

    you can select all your BSP geometry and convert it into one static mesh. You don't need a modelling program to do this, the engine does it all.

    I haven't tried it out, but that sounds quite awful to me. I used the 'Convert Brush to Mesh' thing with a simple 5-brush shape, and the resulting mesh had some noticeable lightmap problems, which I could only solve by remodeling the piece in Max almost entirely. I just don't want to imagine how that would turn out with a whole +600 brush level. A huge StaticMesh with all the geometry of a level doesn't sound like a very elegant approach to me, and you would most likely need an insanely high Lightmap resolution to make it look any good...

    On 22/6/2016 at 1:56 AM, 2d-chris said:

    BSP is not more expensive outright, it's just if you start adding equal detail (polygons, shader complexity) to a bsp it will become unworkable for a bunch of reasons, artist would be better off explaining why but it's been phased out from most modern games and engine for that reason above all else. Artists like to use tools designed for their craft, and it's always changing.

    I dunno about the artist point of view, but BSP is totally awesome for level designers and ditching it from new game engines is a bad decision IMO. You just can't focus on creating an interesting playable space by splattering wall meshes here and there... :P

    Thanks for the answers BTW! :)

  11. Is there anything wrong with keeping the BSP from your level instead of redoing everything as staticmeshes? The only downside I see is that you can't use the mesh paint tool and I heard that BSP is more costly performance-wise than staticmeshes... but my level is pretty much finished visually at this point, and it runs a little faster than the official maps while ~80% of the original BSP is still there. I replaced the parts of my BSP that could easily be turned into modular pieces, but most of my playable area has tons of intersecting paths and shapes, which would not be easy at all to break into pieces and redo in an external 3d application, which I hardly know how to use... :P

    So, what am I missing there? Why are you Epic guys obsesively turning everything you can into meshes that can't be used as modular assets?

  12. 1 hour ago, Sjonsson said:

    So I did the first indoor lightpass on my map. Any pointers?

    In terms of brightness I think it's not bad... It's supposed to be a dark room isn't it? However, I think the hole in the ceiling should be your main lightsource and make a stronger impact on the room, whereas the fire and torch could be more of a second-order lighting.

     

    Someone made a thread about lighting in the UT forums BTW: ;)

    https://www.epicgames.com/unrealtournament/forums/showthread.php?24427-Is-there-a-way-to-increase-the-base-illumination-of-the-entire-level

  13. 10 hours ago, Bearplane said:

    i have! the map is playable if i access it through console. but it wasnt able to be uploaded to test for some reason and its not in my map list.

    In your level's World Settings, make sure the 'Game Mode Override' field is empty (None). I heard that levels that had Showdown in that field stopped working since the last patch. Your map name also needs a DM- prefix to be properly shown in the game menus. ;)

  14. 24 minutes ago, Sjonsson said:

    If that's the case, why the heck is there no 'replace BSP with blocking volume'-functionality?! D:

    If you select a brush, at the bottom of the Details box there is a 'Convert Actor' list. If you select 'BlockingVolume' on the list, the Brush will be converted. It will only convert individual brushes though, so if you have substractive geometry, you'll most likely have to block things the hard way...

  15. 4 hours ago, Sprony said:

    @TheGlecter I'm afraid that's not possible. Due to the new build we're already delayed enough as it is. Plus, we can't wait for the support of an unofficial tool.

    I was able to scale my map with an old version of the MapScaler, although I had to scale all the lights manually. Updated my submission post with the new link! :)

    Even so, I really think you should give a little more time, or submit a second round of levels to Epic in a week or two, for those who can't recook in time. I see some people who are having problems with the launcher, ridiculously long cooking times, etc... We're all putting tons of work into this and it would suck if someone can't get his map on the servers due to Epic updating the game in a bad moment...

  16. On 14/5/2016 at 2:40 PM, Sprony said:

    Please update your phase 1 submission post with a download link to your latest, recooked, build. We'll be sending Epic the list this Monday evening (22:00 GMT+1). Make sure you've updated your submission post by then. Everybody that fails to do so, or who has not yet included the disclaimer text, we'll not see his/her map on the Epic hub for play-testing.

    Could you please give us some more time? I definitely want my map to be on the HUBs, but it depends on the Map Scaler tool which has not been re-released yet for 4.12... :|

  17. Full Name: Óscar Crego

    Nickname: TheGlecter / G.Lecter

    Map Name: DM-Batrankus

    Download Link: DM-Batrankus_BSPv1b (May 16, 2016)

    Development Thread: https://www.epicgames.com/unrealtournament/forums/showthread.php?23802-DM-Batrankus-Mapcore-TSD

    Quite unsure of whether I will be able to mesh it up on time or not, but there we go... Really looking forward to hear some feedback!

    “I agree that this content constitutes a Submission under the Unreal Engine EULA (https://www.unrealengine.com/eula)."

    DM-Batrankus_BSPv1_01.jpg

    DM-Batrankus_BSPv1_02.jpg

    DM-Batrankus_BSPv1_05.jpg

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