luque Posted July 14, 2011 Report Posted July 14, 2011 Never had the issue Wesley, might indeed be your mad clicking skills or ur mouse =) Quote
cardo Posted July 16, 2011 Report Posted July 16, 2011 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! Quote
SamCom Posted July 17, 2011 Report Posted July 17, 2011 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] Quote
_gb Posted July 30, 2011 Report Posted July 30, 2011 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. Quote
ShadoW_ Posted August 5, 2011 Report Posted August 5, 2011 Quake! Cool shots, I like especially first 2. And since we brought up Quake topic... A Wip from my entry map for Mapping Competition #3 for Quake 3 Arena. Basic lighting, I'm after blocking out the layout, and started ti put some details. Quote
Lunaran Posted August 6, 2011 Report Posted August 6, 2011 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) Quote
2d-chris Posted August 6, 2011 Report Posted August 6, 2011 basically its missing prop scale details Quote
ShadoW_ Posted August 6, 2011 Report Posted August 6, 2011 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. Quote
_gb Posted August 8, 2011 Report Posted August 8, 2011 Yes, looks nice Shadow. Unfortunately Quake 1 can't really "visually compete". Most Doom and Quake mappers don't even post their stuff here. Quote
-HP- Posted August 9, 2011 Report Posted August 9, 2011 Compete or not, it's worth showing! Really nice stuff ShadoW_ Quote
AtsEst Posted August 11, 2011 Report Posted August 11, 2011 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. Quote
Minos Posted August 11, 2011 Report Posted August 11, 2011 That's the best looking CE3 map I've ever seen. Quote
-HP- Posted August 11, 2011 Report Posted August 11, 2011 Love the GI working on there too, nice stuff! Quote
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