spence Posted May 24, 2014 Report Posted May 24, 2014 Found some more time to work on my airport map (cs_hijack) now that exams are almost finished for the year. I still think something is missing or a little 'off' about the outside areas, but I can't put my finger on it. I have a few more things on my to-do list that might help, like more tire and oil stain overlays and fixtures for the jet bridges, but I don't know if they're enough to make a big difference. Maybe I've just been looking at the map too long without any external feedback. I'm not sure. There are a lot of rough bits that still need to be completed and polished, of course. I'm going to try and snag a playtest slot for this next week once my exams are complete. If you are interested in having a go yourself in the meantime, you can check it out here...https://dl.dropboxusercontent.com/u/406357/terminal/cs_hijack_a4.rar Nothing is complete...there's still some placeholder brushes/temp textures around, and there are some weird things that may or may not have an impact on actually playing (sloppy navmesh, props without collision, etc) but if you do have a peek and have any feedback I would be happy to hear it FMPONE, JeanPaul, Squad and 11 others 14 Quote
FMPONE Posted May 24, 2014 Report Posted May 24, 2014 Progressing my gungame map, remaked the part I've created, and changed some dimensions. Looks promising with the textures Quote
blackdog Posted May 25, 2014 Report Posted May 25, 2014 Found some more time to work on my airport map (cs_hijack) now that exams are almost finished for the year. Cool! Oh damn, I have some sketches on paper of something very similar I wanted to make UnknownPredator 1 Quote
Squad Posted May 25, 2014 Report Posted May 25, 2014 Found some more time to work on my airport map (cs_hijack) now that exams are almost finished for the year. Looks really cool, spence! I'm gonna check it out as soon as I can. May take a few days as I've just moved into a new appartment this weekend and I didn't bring my PC yet (currently on a very crappy laptop ). Quote
cashed Posted May 26, 2014 Report Posted May 26, 2014 almost done with de_fuel just a few more tweaks (also updated the workshop link ) OrnateBaboon, Minos, blackdog and 7 others 10 Quote
AlexM Posted May 27, 2014 Report Posted May 27, 2014 Not sure where to post this, here's a first iteration of a parallax material in Unreal 4 can you explain what goes into it? Are there a lot of interacting layers? It's one of those things where I start to worry the shader complexity is so large that it might actually be better to model it out in cases where you are fill rate limited. Quote
SuperDuperYeah Posted May 27, 2014 Report Posted May 27, 2014 Not sure where to post this, here's a first iteration of a parallax material in Unreal 4 can you explain what goes into it? Are there a lot of interacting layers? It's one of those things where I start to worry the shader complexity is so large that it might actually be better to model it out in cases where you are fill rate limited. Would totally love to know too. Impressive stuff still. Quote
The Horse Strangler Posted May 27, 2014 Report Posted May 27, 2014 It's just a bumpoffset node that acts as a UV for a texture. There are a few tutorials on it floating around youtube. Minos 1 Quote
spence Posted May 27, 2014 Report Posted May 27, 2014 It reminds me of another similar technique, interior mapping: http://interiormapping.oogst3d.net/ Squad 1 Quote
Minos Posted May 27, 2014 Report Posted May 27, 2014 Not sure where to post this, here's a first iteration of a parallax material in Unreal 4 can you explain what goes into it? Are there a lot of interacting layers? It's one of those things where I start to worry the shader complexity is so large that it might actually be better to model it out in cases where you are fill rate limited. It's a pretty simple shader actually, the tricky part is making good parallax layers that tile well and look believable Here's a UDK tutorial, the nodes are still the same in Unreal 4: SuperDuperYeah and Thurnip 2 Quote
FMPONE Posted May 28, 2014 Report Posted May 28, 2014 Been working on this while I polish Crown, it's based on a piece of concept art by Jonas De Ro. He was nice enough to approve: This is probably gonna be a solo project. Seldoon182, vstmn, Squad and 32 others 35 Quote
Spherix Posted May 28, 2014 Report Posted May 28, 2014 Daaaayum. Did you use displacements for those rounded roofs or models? Needs more mountains btw FMPONE 1 Quote
text_fish Posted May 28, 2014 Report Posted May 28, 2014 Holy macaroni. Is that going to be a playable map or just a scene FMPONE? FMPONE 1 Quote
FMPONE Posted May 28, 2014 Report Posted May 28, 2014 Daaaayum. Did you use displacements for those rounded roofs or models? Needs more mountains btw It's all displacements. Yeah mountains are on the way Holy macaroni. Is that going to be a playable map or just a scene FMPONE? A playable map Demonz312 1 Quote
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