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CarrierII

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Posts posted by CarrierII

  1. (I'm borrowing Killa's application style because I thought it looked good)

    Nick : CarrierII

    Availability : Medium for the next two weeks then quite high

    Skill(s) : Fair and improving knowledge in Unreal Edit

    Work Examples - Video of C and C Field.ut2

    Before I link you, I think I'll just take a moment to explain (and hopefully Titan can back up what I'm saying)

    The map in the video is made out of BSP based terrain, this renders fairly quickly, does fairly well for collision and self-optimizes (biggrin.gif) - The editor use a heightmap to store the shape of the terrain, this heightmap is saved as a texture within the map file, which like any other texture in Unreal, can be exported, because it can be exported, it should not take me too long to remake this in Editor 4.0 (Through re-importing it and generating a terrain based on it). However, things like static meshes (Lamposts and rocks are good ones to put in as static meshes, there are lots in many maps) and BSP brushes (The bunkers and bridges) and Emitters (The waterfall) won't be exportable to Editor 4.0, so I haven't bothered to make them (Well, it would be a modeller who made the static meshes). Hopefully that made sense.

    The textures are the orginals from Renegade, something closer to 2048 X 2048 would be better for terrain, not 256 X 256 - however, i'm not a texture artist sad.gif

    I am also aware the barn is bright pink. (Don't have unwrap skills so can't get the original texture to work... sad.gif )

    12 MB video (Field.rar)(Needs Windows Media Player and WinRAR)

    I also have an idea as to how, if you wanted to, we/you (depending on whether or not you accept me) can go a bit C&C-3 style with the tib crystals, but it won't affect gameplay smile.gif -

    If you made about 5-7 different (and simple) tib crystal models, and then imported them into Unreal, and used them as a deco-layer on the terrain, it would create a C&C-3 style tib field, but as deco-layers don't have collision enabled, people and tanks could walk/drive right through them. Just an idea smile.gif

    Finally, I hope you accept my application to join your team. Even if you do not, I shall stick around and help where I can.

    CarrierII

  2. I am taking a guess that you can import BSP based terrain heightmaps into Unreal Ed 4 and therefore you can create the terrain (but not the BSP based tunnels, for example) in Unreal Ed 3 and export the heightmap and import it into UED4. smile.gif

  3. Heh, -very- WIP, but looks a little like field (stand on the far bridge and look towards the GDI entrance)

    Yes, no textures yet, let me make it look more like field please, I've had to teach myself terrain, I normally build indoor maps out of BSP primitives, this is a different kettle of pregnant hamsters entirely. (long story)

    Enjoy, or not, lol: (the strange texture that looks like low quality lights is a placeholder, so I can differentiate it from anything I might add - speaking of lights, we need someone to remake the lamp post, it appears in about ten maps...)

    fieldwip1dp3.jpg[/img]

  4. Hi, I'm CarrierII (which is why my nickname is CarrierII...)

    I like this mod a lot, and can (sorta) map, and I'm getting better.

    I'm trying to make C and C field right now for UT2004 (I know it's unlikely to be compatible with UT3) and I'll post some SS once it starts looking more like field :S

    Carrier

  5. I feel I should I add that UT2004 could run at mid to high detail on my (very old - and now dead sad.gif ) rig;

    Socket 478 (none of your fancy EM64 dual cores) P4 2.0 Ghz

    768 MB SDRAM (Not even DDR) @ 133Mhz

    AGP 4X bus (half the speed of AGP 8X, which in turn is easily less than half the speed of PCI-E X16)

    ATA133 HDD (No SATA drives either)

    ATI Radeon 9550 512 MB (the only thing in there worth more than ?70 lol)

    So, you should be fine on any PC dating from '03 really.

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