TheOnlyDoubleF Posted January 2, 2015 Report Posted January 2, 2015 Of course there is always an lighting importance volume. Don't you problems come drectly from the light properties of your meshes ? How do i know there's nothing wrong with my meshes ? You can check this: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/StaticMeshes/index.html https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/LightmapUnwrapping/index.html Quote
Em' Posted January 2, 2015 Report Posted January 2, 2015 Of course there is always an lighting importance volume. Don't you problems come drectly from the light properties of your meshes ? How do i know there's nothing wrong with my meshes ? You can check this: https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/StaticMeshes/index.html https://docs.unrealengine.com/latest/INT/Engine/Content/Types/StaticMeshes/LightmapUnwrapping/index.html Thx, I already know how to prepare and export models, it's more on the UE4 side that i'm having troubles And i'm not using lightmaps, i'm using Dynamic Lighting with GI and LPV (i think, not sure i did all right). Maybe i should swith to a static lighting... But i'm pretty sure it's non related to the mesh. When i drop my material to any other mesh, texture are still mega bright. Quote
GameDev Posted January 3, 2015 Report Posted January 3, 2015 (edited) Hey CSGO designers, do you recommend playtesting with bots for rapid layout design? I want to be able to iterate quickly, but the results from bots aren't as genuine as real players. Edited January 3, 2015 by GameDev Quote
Nakroma Posted January 3, 2015 Report Posted January 3, 2015 Keep in mind im not a professional (I dont have a job / studied Game Design or anything) so wait for a few other answers I generally find bots only useful for finding and placing cover. Everything else (how the general layout is) you should do a playtest here on mapcore for example. TheOnlyDoubleF and Squad 2 Quote
Squad Posted January 3, 2015 Report Posted January 3, 2015 Bots are useful for checking (early development) chokepoints timings and for checking angles and generally how "fun" a specific spot is or can be. As soon as you think your layout is getting pretty decent, you should organise a playtest with human players though. Quote
Puddy Posted January 3, 2015 Report Posted January 3, 2015 A big phat no-no to using bots to make any design decisions, in my opinion. They can't substitute human players, not by a long shot. Bots are useful for checking (early development) chokepoints timings and for checking angles and generally how "fun" a specific spot is or can be. As soon as you think your layout is getting pretty decent, you should organise a playtest with human players though. Timing depends. Bots can be incredibly stupid sometimes and if your paths involve anything other than simple, flat floors (jumps, crouchjumps etc) it can be a hassle. I recommend using a stopwatch and running to a location as both teams. For very exact timings, host a local server and have a buddy join, then both head to the same path and see who arrives first and by how much etc. Hipshot and Squad 2 Quote
Hipshot Posted January 3, 2015 Report Posted January 3, 2015 I haven't made a CS level in ages, but I have to agree with Puddy 100%. Use a stopwatch and check your timings, bring in a friend early on just to check the basic layout. Quote
Castle Posted January 3, 2015 Report Posted January 3, 2015 Further progress on my UT4 stuff https://www.tsu.co/zZCastleZz/23622853 Deh0lise, TheOnlyDoubleF, 2d-chris and 6 others 9 Quote
GameDev Posted January 3, 2015 Report Posted January 3, 2015 I haven't made a CS level in ages, but I have to agree with Puddy 100%. Use a stopwatch and check your timings, bring in a friend early on just to check the basic layout. Thanks for all of your input guys. Luckily I've been checking timings without bots, so I'll definitely stick to that. Quote
hamilton5 Posted January 5, 2015 Report Posted January 5, 2015 (edited) In CS:GO, after you have generated a nav for your level, check out the cvar bot_show_battlefront - This will show areas in red where rushing players will initially meet. Edited January 5, 2015 by hamilton5 Squeebo 1 Quote
Spherix Posted January 5, 2015 Report Posted January 5, 2015 In CS:GO, after you have generated a nav for your level, check out the cvar bot_show_battlefront - This will show areas in red where rushing players will initially meet. TIL FMPONE 1 Quote
Castle Posted January 6, 2015 Report Posted January 6, 2015 SO I kicked back and released the latest version of my UT4 level and its feeling a lot better than the previous version. I reworked weapon placement and even added a bunch of detail. Download from Tsu.https://www.tsu.co/zZCastleZz/25028494 (I am vainly attempting to make Tsu my home blog and content center for stuff I do.) Video:http://youtu.be/lCAQe8MvQy4 Screen Shots: FMPONE and rockdude86 2 Quote
blackdog Posted January 6, 2015 Report Posted January 6, 2015 I've made few change (and on the fow blackdog). This is good for me. I like this one better, hope you are happy with the results as well Quote
Bl1tz Posted January 7, 2015 Report Posted January 7, 2015 (edited) SO I kicked back and released the latest version of my UT4 level and its feeling a lot better than the previous version. I reworked weapon placement and even added a bunch of detail. Download from Tsu.https://www.tsu.co/zZCastleZz/25028494 (I am vainly attempting to make Tsu my home blog and content center for stuff I do.) Video: http://youtu.be/lCAQe8MvQy4 Screen Shots: Looks good, but for some reason the slope on those 1:1 staircases is bugging me. I'm sure they must work fine but the aesthetic doesn't look right...too steep. Otherwise looks like it's shaping up nicely Edited January 7, 2015 by Bl1tz Quote
Anth Posted January 9, 2015 Report Posted January 9, 2015 No idea where I'm going with this map, just thought up the idea in the afternoon the other day. The map will take place in a Factory complex. FMPONE, 2d-chris and ShockaPop 3 Quote
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