CarrierII Posted May 29, 2007 Share Posted May 29, 2007 (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 () - 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 I am also aware the barn is bright pink. (Don't have unwrap skills so can't get the original texture to work... ) 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 - 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 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 Quote Link to comment Share on other sites More sharing options...
Seb_Geb Posted May 29, 2007 Share Posted May 29, 2007 looks good....maybe u can just enlarge all textures.....(select them all and show their properties, and scale them up 8 times....4 * 256 = 2048) don't forget to allign... Quote Link to comment Share on other sites More sharing options...
CarrierII Posted May 29, 2007 Author Share Posted May 29, 2007 It won't do much, the originals from renegade aren't that high quality... Quote Link to comment Share on other sites More sharing options...
Titan1x77 Posted May 29, 2007 Share Posted May 29, 2007 Looks allright, you got most of the height/width to seem close enough...I'd like to see you dwell into some SM's and use the cut tool to bring in the tunnels, which can be brushwork covered by SM's where you cut into the terrain. as for crystals, we do plan on using deco layers to make them appear and also disappear thru scripting of the harvester....they will have no collision, which is fine. it's a good start. Quote Link to comment Share on other sites More sharing options...
CarrierII Posted May 29, 2007 Author Share Posted May 29, 2007 I imported the original meshes from and made my terrain around them, the accuracy should be very good. Quote Link to comment Share on other sites More sharing options...
Wizard17 Posted June 9, 2007 Share Posted June 9, 2007 Carrier I would like to learn how to develop maps. Is there a manual or something where people can go to get a basic understanding of how to do it? I have UT2004 and had a look at the Map Editor and pulled in an existing map and can see what was done but not how. Quote Link to comment Share on other sites More sharing options...
CarrierII Posted June 9, 2007 Author Share Posted June 9, 2007 This site is a life-saver. Quote Link to comment Share on other sites More sharing options...
CarrierII Posted August 7, 2007 Author Share Posted August 7, 2007 BUMP!!!! As my signature suggests, I got bored, so I made a waterfall. However, Renegade's original waterfall was a sheet waterfall (2D brush with a scrolling texture, tacky, but easy to render). Considering the sheer capability of modern PCs and the Unreal engine, I thought I'd use an emitter, however, Renegade's original waterfall texture is.... not great. If someone felt like making a waterfall texture, like the one Here (from here) that would be great. I'll try some tunnels now, like Titan suggested. Quote Link to comment Share on other sites More sharing options...
Darkz Posted August 8, 2007 Share Posted August 8, 2007 How do you texture water :shock: and here I thought it was all in the engine. Quote Link to comment Share on other sites More sharing options...
CarrierII Posted August 8, 2007 Author Share Posted August 8, 2007 The trouble with water is that if you use a solid colour... it looks really bad. Quote Link to comment Share on other sites More sharing options...
Darkz Posted August 8, 2007 Share Posted August 8, 2007 My point was you don't texture a water model. Hell, what the fuck is a water model? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff [NE]Fobby[GEN] Posted August 9, 2007 Totem Arts Staff Share Posted August 9, 2007 Water's an animation I thought Quote Link to comment Share on other sites More sharing options...
Darkz Posted August 9, 2007 Share Posted August 9, 2007 Yea, it is. It's usually done by the engine itself in games, or in movies, they have special tools for it. 3DS Max and Photoshop have NOTHING to do with water. Quote Link to comment Share on other sites More sharing options...
westboy13 Posted August 9, 2007 Share Posted August 9, 2007 Technically you can make water in 3ds, though it is quite demanding on the computer and would never be possible in a game. Quote Link to comment Share on other sites More sharing options...
CarrierII Posted August 9, 2007 Author Share Posted August 9, 2007 :-x There's no water effect in Unreal Ed, (that for this, anyway, when you go underwater it has some effects) you need some sort of texture that looks like a water surface, so you can use particle systems to make waterfalls. It's not a model that's needs unwrapping and texturing, it's just a polite request for a texture that looks like a water surface. Quote Link to comment Share on other sites More sharing options...
Herr General Posted August 9, 2007 Share Posted August 9, 2007 Yo...FluidSurfaceInfo? Very nice, I'm glad to see another mapper around! Quote Link to comment Share on other sites More sharing options...
CarrierII Posted August 9, 2007 Author Share Posted August 9, 2007 This is a particle system, not a water zone. Quote Link to comment Share on other sites More sharing options...
Herr General Posted August 9, 2007 Share Posted August 9, 2007 Good point. EMITTERS FOR EVERYONE! Quote Link to comment Share on other sites More sharing options...
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