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Posted

It took me some time to switch from Q-Engine based editing to the U-Engine but finally i want to show you very very,early WIP shots from my current project.

Everything is still very WIP, so wrong texture alignment,missing parts or simply lack of details are to be blamed to that.

100% Custom Content!

oasis1.jpg

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oasis2.jpg

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oasis3.jpg

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oasis4.jpg

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oasis5.jpg

Posted

The shadows look really weird on the Unreal engine yea. Appart from that it needs a focus as Daan0 said... The custom stuff looks good (except the palm on the left in the first screen).

So yeah, keep it up, it looks promising.

Posted

Looks small

- no crates, yes no crates.

- looks strange with the shadows

- every house looks like a model

Every house looks like a model. ehhh so what? it's the unreal engine. welcome to the future! No comment on the "no crates" remark :roll:

Posted

very hot so far, wanna tell me how you achived lighting like that? I always seem to get a very harsh contrast.

Yeah, lighting Statics in Unreal2k3 really can be pain in the neck. Being used to the comfortable env_sunlight entity from HL1 i really was shocked when i saw the fucked up results when i applied a sunlight actor for the first time. Lighting the scene the way it is now ( which is obviously far from satisfying ) was a hard struggle of putting millions of normal pointlights in the scene and moving them around to fix the main lighting errors.

I even experimented with 4 sunlight actors to get normal shadows......

To show you what i came up with in the end, i made a picture of my lighting concept!

lightingex.jpg

Posted

You dont need those small lights, they are useless

They are not the way to go

I think most people in this thread arent really understanding vertex light. Theres nothing weird with the lighting in UT, its just vtx light and not lightmapped like you are used to. Building your meshes with vtx light in mind, which would mean tesselating it more, can fix most lighting probs.

Itll never be as awesome as per pixel realtime or even lightmapping but hey, itll look decent.

my tutorial

http://www.planetunreal.com/phalanx/tut ... vertex.htm

You also have a couple of smoothing group probs I think. Aware of that or intentional or still unfixed ?

The map itself looks nice and the custom content is good, if you manage to fix all probs up and keep on working on it you might get a very nice result.

You are going to place more lights/lamps than just the sunlight right ?

More blue backlighting btw.

Posted

I think most people in this thread arent really understanding vertex light. Theres nothing weird with the lighting in UT, its just vtx light and not lightmapped like you are used to. Building your meshes with vtx light in mind, which would mean tesselating it more, can fix most lighting probs.

I actually read your tut and i`m aware of the issue "Vertexlighting".

Apart from that i tried several other methods like prerendered textures and lightmapped statics with several bUnlit and Glow settings but the result was never satifying!

Where do you see Smoothing Group errors?

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