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Ruud033

Former Developers
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About Ruud033

  • Birthday 07/05/1991

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  • Allegiance
    Nod
  • Location
    Netherlands
  • Steam ID
    ruud033

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  1. This looks great. Maybe try some more trucks and cars as civi vehicle next.
  2. @HIHIHI @iridesence Civi vehicles would be nice to have first, we could easily implement them in the base game fast. If you could have your main focus there it'd be nice. The rest of the vehicles are to be discussed, as they would possibly compromise balance.
  3. I still have some files for a civilian bus. It never really got finished tho. Because I lack the 3DS skills. The bus is very high-poly. It needs to be brought down. This along with other civilian vehicles are for sure things to be added to the game. If I'd send you the files @iridesence can you maybe finish it?
  4. Jep we tried but it's almost impossible with dynamic lighting in ue3 And PP can be turned off yes
  5. Good initiative! Try to sketch around your idea first using paint and what ever simple programs. We can give you some good feedback on what would work and what not.
  6. Looking great! Keep up the good work! We can always use custom models to add to environments. Don't hesitate to share them, no doubt they'll be used one day! The thing is (also mentioned by others already) it has to be UDK ready. So preferably as low poly as can be. If you want to keep the detail, i'd advise to bake the normals and secure detail that way. Furthermore its important to have the models in a certain size so they snap to the UDK grid system. Modulair pieces are born there. I'm looking forward to your stuff! Perhaps its a good idea to have some kind of database / showoff on a website or somewhere else where we can view your models (marmoset?) so mappers can pick
  7. It's created and currenly awaiting @Agents approval and distribution. @Cronus is doing a good job automating this
  8. We already made the whole scene in kismet, there is no other option. It's the lighting that also has to change along with the dome, thats the issue This makes up for a really depressing scene, in the past we've had a lot of feedback that people like daytime maps better. If the original concept doesn't work out, change it
  9. Correct. There is simply no effective solution without color lookup tables / post processing OR huge affecting dynamic lights. But since this isn't cryengine or frostbite that won't work.
  10. Haha I'm in. But I can't guarantee I'll be availible that much. @Nielsen might want to join too, and bibi ?
  11. Sadly, no. I have to mess around with the lighting to get a decent quality look. And there's no such thing as forcing to PP... We're gonna make it a daytime map else it will never be released due to us not having much time to work on this.
  12. Looks promising! Try making the high poly first, bake normals and then go low poly.
  13. This is correct. Unfortunately we struggle with optimisation still. We are almost forced to use Post Processing. Messing with the lights themselves (dynamic lights because static is.. static) causes to much performance issues. I've had contact with lots of other developers in UE3, most of them cheated by using a post processing scheme and a color lookup table. We also intend to use this, but, since there is the possibility of turning PP off, people might have a unfair advantage. Therefore we decided to make a daytime version only of this map with static lighting. We also consider making a night version, but have static lighting. Especially since we have a lot of stuff in the map and the map itself is quite large.
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