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WIP in WIP, post your level screenshots!


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Posted

Wanted to ask something since a lot of UDK people are here as well. I'll just post the link to the support UDK thread I created:

http://forums.epicgames.com/showthread.php?t=805577

Does anyone know what is causing this? :/

This is in the July UDK beta.

Yeah Wesley, I get this too for some reason.. Only really noticed it after you mentioned it here and only with the July UDK. I assumed it was more to do with input lag / cpu catching up with moving objects as I'm sure it's more noticeable the more you have selected.

Let me know if you find any other solution though!

Posted

A small singleplayer EP2 level I've been working on. Not sure why that one shot is so blown out.

[attachment=2]rooftops1.jpg[/attachment][attachment=1]rooftops2.jpg[/attachment][attachment=0]rooftops3.jpg[/attachment]

  • 2 weeks later...
Posted

sgl1.jpg

boilerthing.jpg

rift.jpg

scanning2.jpg

Quake 1. The last two are *very* WIP... I'm trying to come up with something interesting. #3 is sort of a dimensional rift. #4 is going to become a sort of interdimensional scanning device. Will have to model some new props for that :-P

Edit: There are screenies of the entire episode 1, as it stands, at my blog.

Posted

Q3Map2 radiosity, skyboxes, and higher texture resolutions help make Quake3 look a lot better than it used to, which guys like Shadow keep proving, but I always kind of look at Q3 screenshots and wonder what next step we're missing. I want to take every shader in that screenshot, give each one a heavy vertex-alpha-based filth blend and put 0% brushes in every groove and corner - basically treat architecture the way Simon O'Callaghan does his rocks - but the manual brush splitting would take ages and not be very creatively rewarding to do. If Q3map2 did that by itself, now, that'd be cool, but my fu ain't strong enough to poke around in the compiler at all effectively. That code still reads like black mathemagic to me.

Part of me wants to try another map after cubespew where I assault it with every tool q3map2 provides - static meshes, projected decals, ludicrous lightmap scale, the whole enchilada - just to see how visually competitive vanilla ioQuake3 can still be when supported by an onslaught of environment art. (that part of me is clearly not in charge of managing my time)

Posted

Thanks. Map is called Sanctum, and it's suppose to be some ancient shrine, hence a lot of concrete materials and pale lighting. Plus white fog is making huge impact on the visibility.

Posted

Here is the map that I made for The Solid Challenge during a period of one week, ended up challenging my self only and decided not to enter it for the final voting.

It is an Instant/TeaminstantAction map for Crysis 2.

Deadspawn_disp.jpg

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