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Posted

Some of the screenshots you've posted seem to much alike, It's characteristic of GoW to have a "even" look though out the levels, but some of your areas really look the same.

Keep up the good work though, this is promising!

Posted

The lamps dont seem to give off enough light considering their intensive glow.

You got too much (gray) fog.

You need some more subtle ambient lighting, with a subtle color.

The left of the building outside needs to be bright to fit the sky.

And I dont get how you can keep up with its horrible unstable editor and lack of support:P

The editor used to crash a ton, but at this point it is fairly stable as long as I am not clicking away when an autosave kicks on. Saving often in multiple revisions helps as well.

Thanks for the notes. I'm gradually tweaking the lighting, mesh detail, and BSP textures as I have time to finish out the map. I know the texture set and modular layout is a large part of why areas look very similar. I wanted to grind out the gameplay and cover first before going in and doing the final visual wash. I might try to destroy part of the cathedral in a later version of the map, but getting the crash-prone terrain to work and finding creative ways to use the meshes to get the look I want are the big hurdles. Is there something special you have to do to prevent terrain from permanently corrupting the level? I've tried to use terrain twice now and both times it somehow corrupted my map so I get a crash every time I load. Luckily, I had a recent revision I could go back to.

Btw, Hourences' tutorials are a great resource along with icecreamyou.com. Those two sites alone helped me jumpstart my work in UE3. Having some UE2k4 xp helped a bit too.

Posted

The terrain thingy, be sure to save your terrain info crap in the mylevel package of your level. So when you create a new material layer on it, it will ask you where to place that. Be sure to place that in a package with the exact same name as the level.

Other then that, the editor is crap, so if it continues to crash, thats why :)

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