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  1. #761

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    it is nothing special, not sure whether ill make a replica or use my own textures.
    All the scraper maps look quite nice simple, its just a shame i have to pro optimise the hell out of the models, otherwise the files are huge.

    - map only took a few hours, more than this & i get complacent
    http://imageshack.us/photo/my-images...raperdeck.jpg/

    all the Medge stuff is available if anybody wants it
    // uncooked maps/ models/ textures / vehicles/ weapons etc[Education purposes only ofc]



    Uploaded with ImageShack.us

    * i focussed on the internal maps chapter 9 because demigod is doing the outside pack
    - and thanks for the feedback on such a tiny image- that is a nice and refreshing change
    Last edited by TKBS; 03-07-2012 at 10:32 AM.

  2. #762
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    Quote Originally Posted by WedgeBob View Post
    Looks too much like a Half-Life corridor to me. I'd look into finding a more interesting part of the level to take a screenshot from.
    Looks more like a box to me...

  3. #763

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    Mcraft Island




    * Textures
    * Models [we have mushrooms ]
    * Weapons [Super Sheep]
    * Code

    -Just to put it in perspective:
    * CullDistance = 3750
    * lighting = false
    * map file size = 8000kb
    * 5271 Destructible

    - atm im only pulling around '60- 100+ fps', but given the amount of actors i suppose this will do.

    - i also tested this with 40,000 cubes-lol
    - a day and night cycle is possible, however without lights i dont think its the same

    PS3:
    - if anyone wants to test it :

    http://www.gamefront.com/files/21422...aft_Island.rar
    - let me know how it runs on 256mb ram
    Last edited by TKBS; 03-12-2012 at 04:01 PM. Reason: Uploaded PS3 link [for framerate testing]

  4. #764
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    Default CTF-Seraph




    Very early stage of CTF-Seraph.
    Those dynamic lights which ate my FPS will be removed soon (showing red above)
    Let me know what you think so far visual wise.
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  5. #765
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    Here are some new screenshots.
    FPS drastically improved after removing dynamiclights. Even running +40 FPS on most places.
    Its really starting to feel HOLPish.

    Trimming is working out great.
    Im excited.




    Last edited by Darkn3ss is QnL; 03-22-2012 at 03:27 AM.
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  6. #766

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    Keep up the good work Darkn3ss

    - p.s i hope you let me take a look at it uncooked, ill get you some major lighting and super high FPS

    pour exemple:
    + 400FPS
    hundreds of lights ; including dynamic- - crap map though lol


    Uploaded with ImageShack.us
    #-problem is - whilst i take these images; i minimise UT3 - make the image and then i get this problem;



    Uploaded with ImageShack.us
    Last edited by TKBS; 03-23-2012 at 03:54 AM.

  7. #767
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    Quote Originally Posted by TKBS View Post
    Mcraft Island




    * Textures
    * Models [we have mushrooms ]
    * Weapons [Super Sheep]
    * Code

    -Just to put it in perspective:
    * CullDistance = 3750
    * lighting = false
    * map file size = 8000kb
    * 5271 Destructible

    - atm im only pulling around '60- 100+ fps', but given the amount of actors i suppose this will do.

    - i also tested this with 40,000 cubes-lol
    - a day and night cycle is possible, however without lights i dont think its the same

    PS3:
    - if anyone wants to test it :

    http://www.gamefront.com/files/21422...aft_Island.rar
    - let me know how it runs on 256mb ram
    hey bro, is there a PC link ? (if it also exists i missed it ), my kids will never let me breathe till i can provide em a pc version of this
    thx in advance and keep up the good work
    ~THUND3RL4ND~IP:77.111.254.236:27015 -UOF-UnrealOldFriendsForum
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  8. #768
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    My first map using a lava theme. A night setting is the way to go 4 days of work only, don't expect nothing extraordinary LOL. I'm still at crafting the layout & experimenting gameplay but I have a goal, it's just a start.

    This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

  9. #769
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    hey steve thats is a interesting layout! about that lava thing treatment in mapping, you can learn how its manage for example you can see the map morgoth or so i think this map does have lava, or that one that tharalla made ( dunno which map was :/ ), you open the ueditor and see the properties it does have and the test until you are happy with the results

  10. #770
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    Quote Originally Posted by DarkSonny07 View Post
    hey steve thats is a interesting layout! about that lava thing treatment in mapping, you can learn how its manage for example you can see the map morgoth or so i think this map does have lava, or that one that tharalla made ( dunno which map was :/ ), you open the ueditor and see the properties it does have and the test until you are happy with the results
    THX m8. Yep, the lava I'll use will come from Thrallala map. It's the best looking lava I've saw in all UT3 maps. The one you see in the pics is just the Epic one, I use temporary lol, it is extremely ugly as far as I'm concerned.

    I have few awesome maps that use this theme so I won't be in trouble when I'll work on visuals

  11. #771
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    Quote Originally Posted by stevelois View Post
    THX m8. Yep, the lava I'll use will come from Thrallala map. It's the best looking lava I've saw in all UT3 maps. The one you see in the pics is just the Epic one, I use temporary lol, it is extremely ugly as far as I'm concerned.

    I have few awesome maps that use this theme so I won't be in trouble when I'll work on visuals
    Wow nice bro. Cant wait to see some more.
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  12. #772
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    Quote Originally Posted by Darkn3ss is QnL View Post
    Wow nice bro. Cant wait to see some more.
    THX bro

    No idea when I'll release it. After all, Mégane is a deception from this community with that poor feedback attitude... so maybe I'll release it only for the UOF buds, dunno yet.

  13. #773
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    Hi Steve, I liked your map since beggining, dont make maps only maps for people is too for your own enjoyment. Its hard to like all people you know. To me this maps is one of your best in terms gameplay and visuals ( keeping in mind there is some custom content made by you ).

    PD: I like the cast shadows, mmm sexy!
    pd: Never mind i can give feedback in your forum if needed mate

  14. #774
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    Quote Originally Posted by DarkSonny07 View Post
    Hi Steve, I liked your map since beggining, dont make maps only maps for people is too for your own enjoyment. Its hard to like all people you know. To me this maps is one of your best in terms gameplay and visuals ( keeping in mind there is some custom content made by you ).

    PD: I like the cast shadows, mmm sexy!
    pd: Never mind i can give feedback in your forum if needed mate
    Hey m8

    I map for myself.

    Still, after working on something since months to build a HQ map & release it to everyone for free, when looking the views / download numbers, I expect the players who play & like my work to say "Thank you" at least. Getting free HQ stuff is from the players side, been gratefull goes on the mapper / modder side & demonstrate your time & effort is well appreciate. Or else what is the purpose of a forums ???

  15. #775
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    "The probability of someone watching you is proportional to the stupidity of your actions!"
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  16. #776
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    Quote Originally Posted by Lord_PorkSword View Post
    I've my pants wet When I see beauty like this! ( Im joking dont fear my pant lol ) wow nice atmosphere!

  17. #777

  18. #778
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  19. #779
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    After 3 more hours.



    _______________

    Last edited by Darkn3ss is QnL; 05-15-2012 at 06:34 PM.
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  20. #780

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    Align Your textures !!!


    - your like me- finally get a screenshot together; upload the image- and then it is painfully noticeable that the textures are not aligned.. LOL

    - i hate this too; *i feel these pains LMAO


  21. #781
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    Lol.. Aligning is hard, perhaps you could tell since these are all embossed and bumpmap textures.
    That means that they all have one shadow side on the edges which makes it extremely hard to align perfectly
    Yet its going well.
    I chose a thick, slightly lighter metallic-black trim now.
    And its starting to look good.



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  22. #782
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    Quote Originally Posted by TKBS View Post
    Align Your textures !!!


    - your like me- finally get a screenshot together; upload the image- and then it is painfully noticeable that the textures are not aligned.. LOL

    - i hate this too; *i feel these pains LMAO

    Nice looking pictures. Good job on the shadowing so far.
    I like the brick ground texture Blends in perfectly with the chosen theme.

    Though, there is an over-use of that green-ish light in the second pic.
    Might be distracting in terms of gameplay.
    If you would remove 4 of the 8 lights you would still keep the same lightning since I can tell you dont have any pointlights set up around those green LED lights. The lightning looks created by the Skylight with a higher brightness Dynamic Light
    Last edited by Darkn3ss is QnL; 05-17-2012 at 11:03 AM.
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  23. #783

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    Tips for perfect Textures/ material geometry
    [personal opinion:]- remove the shadow from the texture - and make it look perfectly aligned - it will be worth it
    Code:
    * If your texture is 512 x 512 - then your geometry should be similar.- Alignment is childs play
    * By using Cubes you should not have any room for misaligned textures.
    * You can see the joins/ so maybe move your geometry to suit your needs.
    Remember * Geometry editor + texture alignment is your friend ..
    - Try to keep your geometry on the Grid & Use these Set dimensions/[512/256/128--- or combinations]
    -128 + 64 = 192 [also a good number to use]ETC ETC
    
    Note:
    **/ sometimes you{{/we all}}have to compensate the geometry you[we] want to better suit the textures/ materials. << This is crucial when making "Holp + repeating patterns"

    - example your last image;
    - Slanted ramps make nice varied geometry- but unless they are '1 or 2 cubes width' it looks a bit nasty-
    - 1.0386[strange sizes] cubes sizes are just weird. - Stick to nice numbers that the engine can use. - for both textures and geometry

    p.s.
    - your statement about my images is very much appreciated,
    * i totally agree that i should remove some of the static mesh lights [Thank you ]

    - As always - thanks for feedback Umm...
    but its completely wrong LOL
    I can tell you dont have any pointlights set up around those green LED lights
    - i must admit its a lil disappointing

    *1. I see no green. << where do you see green?
    *2. what Green LED's? Lol
    *3. I use lights/ light functions/ light volumes and special materials --
    *4. My sky lights only effect specific static mesh
    *5. i see alot of pointlights LMAO

    ^^ that is only the lights that are directly within the effected area [many off scene tricks + lights working.]

    - p.s. blue + yellow = "green" - some form of basic color understanding here helps explain what your talking about.
    - my walls have blue - so blue + light blue+ yellow = Turquoise - or sea blue/ green

    * Keep up the good work; i know that texture alignment is a nightmare when you have not used proper units; so good luck

    you can tell - ROFl

    Ignore the second image- Its udk

    - And thank you for your time and thoughts; always appreciated.
    Last edited by TKBS; 05-17-2012 at 02:29 PM.

  24. #784

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    oh and the geometry is good btw; much better than my square **** lol
    Last edited by TKBS; 05-17-2012 at 03:03 PM.

  25. #785
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    Hey tbks you could add to your signature some of your map you've done to date I dont remember if you did any map ...

  26. #786

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    i dont use "Show signature" on long posts- the rubbish i write is long enuff LOL

    - i also do not know how to make words into clickable links
    -Thanks for your interest but my 20 something maps are sh1t

  27. #787
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    Quote Originally Posted by TKBS View Post
    Tips for perfect Textures/ material geometry
    [personal opinion:]- remove the shadow from the texture - and make it look perfectly aligned - it will be worth it
    Code:
    * If your texture is 512 x 512 - then your geometry should be similar.- Alignment is childs play
    * By using Cubes you should not have any room for misaligned textures.
    * You can see the joins/ so maybe move your geometry to suit your needs.
    Remember * Geometry editor + texture alignment is your friend ..
    - Try to keep your geometry on the Grid & Use these Set dimensions/[512/256/128--- or combinations]
    -128 + 64 = 192 [also a good number to use]ETC ETC
    
    Note:
    **/ sometimes you{{/we all}}have to compensate the geometry you[we] want to better suit the textures/ materials. << This is crucial when making "Holp + repeating patterns"

    - example your last image;
    - Slanted ramps make nice varied geometry- but unless they are '1 or 2 cubes width' it looks a bit nasty-
    - 1.0386[strange sizes] cubes sizes are just weird. - Stick to nice numbers that the engine can use. - for both textures and geometry

    p.s.
    - your statement about my images is very much appreciated,
    * i totally agree that i should remove some of the static mesh lights [Thank you ]

    - As always - thanks for feedback Umm...
    but its completely wrong LOL


    - i must admit its a lil disappointing

    *1. I see no green. << where do you see green?
    *2. what Green LED's? Lol
    *3. I use lights/ light functions/ light volumes and special materials --
    *4. My sky lights only effect specific static mesh
    *5. i see alot of pointlights LMAO

    ^^ that is only the lights that are directly within the effected area [many off scene tricks + lights working.]

    - p.s. blue + yellow = "green" - some form of basic color understanding here helps explain what your talking about.
    - my walls have blue - so blue + light blue+ yellow = Turquoise - or sea blue/ green

    * Keep up the good work; i know that texture alignment is a nightmare when you have not used proper units; so good luck




    Ignore the second image- Its udk

    - And thank you for your time and thoughts; always appreciated.
    What do you mean with "Nasty" ? lol
    And i dont even know if thats supposedly to be good or bad coming from your side xD
    Lol.

    And weird geometry sizes is no problem lol. I have been staying on the Grid absolutely perfectly.
    Following some lines of HOLP using 128 - 256 - 512 - 1024. Thanks to Sly for that.

    For the picture you posted, is completly different then the one I was talking about.
    Look again to your previous post - the SECOND picture.
    It shows 8 green lights in a row attached to ceiling.
    Last edited by Darkn3ss is QnL; 05-17-2012 at 04:31 PM.
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  28. #788

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    - none of this image is final; but i think im getting closer to the basic idea of what i want.

    - i get side tracked too much;
    - Also where is all the other mappers; ?

    maybe some of the udk content for ut3 would encourage others to continue making maps:

  29. #789
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    Loving that rock...do you have a UT3 compatible version of it?
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  30. #790

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    That is ut3


    - And since you have permission for the Unreal -to- UT3 conversion project "Legacy" i think this mesh pack will work well for you

    - If you want it let me know; but its not 100% finished and it will be 500mb
    - i still have some of the rain parameters to do - and some false world positions-
    - all the stuff UDK has but ut3 does not, i will have to fake these.

    - also i will probably not inclue the skeletal mesh [just encase it breaks the EULA]

  31. #791

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    I hope Epic have no Quarms with releasing this...


    UDK Foliage Demo UPK for UT3[



    * Sorry about the Low quality images.But the content looks great
    * i am considering making the UDK Showcase map for UT3 to publish the files; but im not sure yet; i might just release it as a "UPK/ Content only"
    - any thoughts ~?

  32. #792
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    Quote Originally Posted by TKBS View Post
    Are you going to release solo map?

    Quote Originally Posted by TKBS View Post
    UDK Foliage Demo UPK for UT3[

    Great! Is there a way to release the mesh separately? (it's better than mapping with an external package)
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  33. #793

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    you have a few options:

    - download the Unpublished file + duplicate the items you want into a new 'upk'
    - wait for the Published file + map// and then duplicate the items you want into a new 'upk'
    - export the individual mesh you want from udk yourself

    * I realized it does not take alot to do this- so im doing it

    - sorry about the premature photo; but its a lil exciting to see such rapid progress with nice results

    - i suppose DM would be the laziest and easiest map to build;
    Last edited by TKBS; 05-26-2012 at 01:20 PM. Reason: update images

  34. #794
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    When I first saw UDK demo trailer, I was amazed by the meshes quality & the map ofc & I thought that I could build some awesome looking maps with the UDK assets. I just forgot about it because I don't think Epic would be happy that mappers / moders rip UDK content to use it in UT3. I didn't want to have conflicts or whatever issues about legal / copyright stuff & since my English is limited I didn't wanted to bother with a possible mapping issue trying to explain myself in a non native language.

    I'm happy you did the job, the assets look awesome & your map too And where is the dwn link ?????????

  35. #795
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    I think I've read someday that the import of UDK assets into UT3 wasn't allowed, but I'm not sure.. However, your picture looks great!
    A huge fan of the entire Unreal franchise and Bulletstorm.
    UT2004 tips thread; UT3 tips thread; remastered UC weapon textures (UCBP for UT2004, still WIP), CTF-FacingWorlds99 (UT2004; final in the making); AS-Overlord (UT2004, Beta4); DM-Crane (UT2004, Beta1 - currently unavailable); CTF-BattleOnSlysBlockForts (UT2004, RC1, made on request); DM-Morbias (UT2004, new link tba);

    S l y .

  36. #796

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    @ SLY
    * I have done research into the situation and cannot find any solid reason why this would not be allowed.
    - if you can find "the source"/ where you read it, i would appreciate the information.

    * As a precautionary method; i have held back on release; and subsequentially PM'd FLAK with an official request for publication.

    - if all goes well flak will give me permission and you guys can develop with this ...

    Uploaded with ImageShack.us

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    So, any word from Epic lol? Because the PS3 version is HERE ? :P
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  38. #798
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    Toying with Reflection abit.

    Outside the picture is:
    - now a subtle heightfog to increase the feeling of winter and outside coldness.
    - the big tree blocking the sniper entrance has been replaced by a beautiful yet epicly dead tree with snow on it ^^

    Things to do:
    - adding snow on the SM's. Roofs have already been done, but it would make the map feel unnatural if the stairs or the bridge meshes did not hold any snow.
    - Removing some non-viewable meshes outside the map to "compensate" the addition of a few hundred snow meshes.
    Im trying to balance it out really good.
    - The music really bores me on this map. Any good songs for CTF maps in mind? post em here please
    Last edited by Darkn3ss is QnL; 05-27-2012 at 06:23 PM.
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    "The probability of someone watching you is proportional to the stupidity of your actions!"
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    Hey lord remember the steeled reflections of the water when you see the sky unless underwater there is some lights which it could be cool in this case!

    I imagine is beta state regarding the waterfalls

    Anyway looks very sexy and I like those greenish colours wow


 
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