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Ruud033

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Everything posted by Ruud033

  1. No, that's just the normal and diffuse channel. I meant the physical material that causes the dust clouds to form when you shoot the ground, the sandy footstep sound and vehicle movement sounds. http://bfy.tw/8yiU
  2. It's the .ini file, check it. Also, did you change the physical material on the "sand" to not to be sand but snow?
  3. Do a registry cleanup? Delete the old installation entries in the programs list in configuration panel?
  4. It just needs the final tweaks before it gets in.
  5. This is the debug in the fresnel. Check your MIC settings.
  6. Glasses needs a tonne of work first before it'll get in like Eyes. I should remove Eyes from the official stuff actually.
  7. Ruud033

    RuudNuke

    hehe lol. Who posted this anyway? Can't remember his name (IRWE)
  8. I have it in E:\.. doesnt matter. Did you already try to run the SDK as an administrator? What kind of windows are you running? is your antivirus blocking stuff? (std questions)
  9. Fixed just now. Next patch will be live.
  10. So I saw your map which you sent me, here's my feedback: The map looks really good because it's small and detailed, the scale fits well for infantry combat.. Not sure about the gameplay yet (because not everybody is fond of infantry only) but we'll see! Here's some stuff you can tweak; For every Rx_AreaObjective node i'd set the line of sight to true Spotted some floating bushes near the HON, I'd suggest you do a full map sweep for these stuffs I'd set the minelimit to something like 10 rather than 20 Please use precomputed vis. Is there no minimap yet? The red lights near the HON, I'd just make them yellow-ish.. having red lights is nice due to the Nod (red) faction coherence, but I personally (you might disagree) think that it's not really that good looking, especially on sand/desert maps. If you put blocking volumes here, you also have to have some visual indicator that people can not go there, some barbed wire or so.. else they will complain about an invisible wall which I think, they're right in. I'd put some barbed wire here to indicate that not only vehicles, but also infantry can not go there. (Since tank blockers are there to block tanks...) This rubble pile is easy to hide a nuke in. I'd advise to test this yourself and see if you can still disarm the nuke while it's being planted inside of these rocks. Else I'd just delete them Maybe make the background fog a bit less yellow and more red/brown ? To spice up the matinee I think I'd do it like this There's some sandbags inside the rocks here.. ? All the background rocks still have collision, you can turn that off, maybe you can also turn off shadow casting (not sure how this will look, you'll have to experiment) Why is there a giant blocking volume on top of the map? you can remove this I saw you're using a terrain rather than a landscape, this MIGHT cause issues with light mass, not sure. If you have artifacts with the terrain in the future, I'd suggest converting it to a landscape. Good luck finishing this !
  11. lol.. forgot about these! +1
  12. 1. Nah its not overkill.. its fancy shit. 2. Definitely not pointless.. those shapes are way to complex and are likely to cause errors in the future. I'd suggest to use rectangular shapes or so 3. https://youtu.be/22D3p0W13DY?list=PLA59F1E61EB00AF17&t=108 and https://www.youtube.com/watch?v=3ONU7zysLKM&list=PL5048DD0254E3FD8B&index=27 4. Told you in TS 5. hehehe 6. Please do make it pretty 7. Culling is : https://docs.unrealengine.com/udk/Three/VisibilityCulling.html it does not display (send a drawcall to the CPU and GPU) a certain mesh within a certain range. It won't render a rock (or these small meshes) if they're not within a 3000 UU range or so, depends on what you set it to. It's good for performance. Precomputed visibility culling is based upon line of sight and therefore always advisable 8. Yes please delete them as they will get rendered and therefore produce atleast (amount of meshes)*(amount of shaders)=X drawcalls and therefore pick on your performance 9. Awesome. 10. If you send me over the files i'll create a demo setup in the map. It's quite complex (adv users) but you can do anything with it
  13. I have some suggestions: Replace the bridge bottom static meshes with BSP and save +/- 2x24992 = 50.000 polygons Redo the vehicle blocking brushes to have simple box geo and have multiple boxes Maybe use a different shader for the rocks? Above the tib meteor rock I'd add some more lights surrounding the extra 'tip' you've added to compensate for the shadows being formed by the one green light up top I'd slightly offset some meshes near those huge bridges in the level, at the connecting ends. the mesh's surfaces fight there Theres a seem right here at the arabic thing, might wanna fix that The edges in the landscape here don't quite transition nicely. I'd suggest to make the tunnel some smaller to fix this. You can wrestle with the landscape but I'd just make the tunnel smaller, else you're gonna have a hard time searching and setting the right landscape resolution AND fixing stuff because you broke the landscape by setting a new res. You can delete these meshes, nobody will ever see them since there is no air combat Please cull these meshes, they're high poly with a complex shader (a.k.a. perfomance drop) Maybe rotate some of the rocks here to break the repetition (that ring in the middle) Save performance and calculations, remove the collision here and here Theres some floating BSP beneath the Nod ref, hold CTRL+SHIFT, click and delete the geometry (remember to build geo) Move the pointlight here into the tib field some more to get the correct lighting and also delete the floating tib The view into the bunkers here (background scenery) show rocks. Normally I'd think theres actual space there so this to me, feels quite unnatural. You might want to block off the view into the bunker I have an advanced shader which i've developed for an other map to get the sand-look on top and also have vertex paint possibilities on this rock. If you like I can see if I can set this up
  14. I would just use a material and set the opacity parameter via matinee.. For the sound, you have to use soundcue s @kens it depends on which objects get lit by the channel
  15. This is different than Kenz's map, Kenz his original beachhead would rotate the light and thus create different lightmaps. (the actual pixels on the baked light maps would move) Hence the performance drop. If you stick to a light that's not moving but only controlling the brightness and/or colours, you're good. Baked lightmaps can then be used.
  16. I also took 1 year to complete my first map to 100%, learning the UDK is 1 thing, building a working map is another. I must say that I really took it all the way and pushed the possibilities of that time but still. It takes time. To fix the sound: rename your map to something like CNC-Xtractor or something, the code looks for the "CNC-" prefix. To fix the long building times: Make sure things that cast a shadow that are not needed to cast a shadow DO NOT cast a shadow, such as the background landscape. Limit the skybox's lightmapresolution to 16 or maybe 8, just see what looks right, if you're not satisfied, up the number. Every single rock in your level has a lightmapresolution of 64, is this really necessary ? This increased building times by a huge amount Maybe it's also worth while setting it to 32? The silo which you have placed has a lightmapresolution of 128, this is VERY detailed, is this what you really need?? Also, the Silo which you have placed is only the actor class, I'd suggest you place the prefab instead (can be found in content browser)\ The tunnels which you have used at the Hand of Nod have a lightmapresolution of 128, this is also VERY detailed once again and will increase build times by many times. That's about it. You do not have much actors in the level yet so it's easy to spot these things. I'd suggest you google a bit more about UDK lighting and the way it works, it could really help you out. I can't help you out every single time so please do not rely on me. I also have my personal life Learning the UDK and it's lighting takes effort and time, if you understand the workflow and it's process you can actually make things pretty easy. Applying products without thinking is something anyone can do.
  17. Don't. It will fill up memory that is not needed. ------------------------------------------------------------------- I'd do the following: Disconnect the 'beginning of level' event because you'll fire the thing twice within 30 seconds or so after the level has started, leading to an unstable kismet sequence. Play (don't toggle) the sounds from within the matinee, the soundcue actor will still be placed in the level so you can still use the sound volumes if you like. Check Arctic Stronghold for examples (EMP cannon) Tip: place the soundcue actor in the level first, keep it selected and THEN add it to the matinee, it'll auto-pickup Toggle (or change parameters) on the fog via matinee. (I'd personally change the values so you can slowly let the fog appear rather than just it just suddenly being there, feels unnatural.) You could make a shader(material) with a opacity parameter that you control via the matinee so you can have the fog appear in a rate which you like.
  18. Upload your map somewhere and I'll take a look. I have a feeling. .
  19. Sounds like a firewall / connection problem to me. If you have checked both your Antivirus- and windows firewall id suggest you take a look at your router settings. Check the ports and if Upnp is enabled
  20. Good job on that silo! looks great.
  21. @Handepsilon can you please bug-hunt this mutator? I can't find the issue on this. When ever I boot a server it will not connect to the bot. Could you setup your own server running with this mutator and then make it appear on the server list?
  22. nice dude! Keep up the good work! You seem to really understand the UDK, and that for your first map, chapeau! You can make a fog appear every 3 mins (or make it random) no problem at all, maybe you can create some kind of sandstorm with all kinds of effects (fog+dust particles activating+sounds) If you wish to go all-out you can also redo the buildings and add a sand layer on top of them via the shader (takes quite some work though). As for the kismet stuff, It's complicated, you should only do it after you have finished your map.
  23. This is because the server does not register the position of the clients on top of the vehicle. Hence you (back in the old days) could exploit this way to 'ghost' into an enemy base with non-projectiled weapons. Can't solve this for you unless @RypeL can find a way to register the people's positions during the vehicle surfs
  24. I can't help but to see that like 9 out of 10 times you ignore team orders and go lone wolf lol. maybe I'm wrong but I see this a lot in your videos
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