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UDK Day Night Cycle Test Map DOWNLOAD v56

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    UDK Day Night Cycle Test Map DOWNLOAD v56

    Hi, I am working on a test map that tries to simulate day/night cycle as much as finished as possible in means of scale, environment elements and performance, with attention to interior lighting. The test video is located on YouTube [i hope its ok if i link to it].

    LINK TO THE VIDEO

    Version 56 download is avaliable here: papamstudios

    Direct Link: DOWNLOAD

    Everything done with Kismet. - The actual map and tutorial/description will be followed later. [depending on demand ]

    Features:
    - Traveling sun object
    - Traveling lens flare
    - Sun color transition [day time dependent]
    - Light Shafts / "god rays" [morning / evening]
    - Environment/sky light color and brightness transition
    - Fully dynamic SUN shadow maps [sun direction dependent]
    - Scaling tessellation terrain / level of details [distance depending]
    - Grass/plants [2 layers, distance from player dependent]
    - World environment light turns off when entering interior spaces and goes back on when exiting [fade]
    - Hight Fog color/density/distance/start distance transitions
    - Day/Night sounds cross fade
    - Water distortion-refraction/reflection [right now simulated reflections]
    - Dynamic sun specular reflection in water
    - Light color/direction/brightness dependent sky box
    - Sky box texture cross fade [currently 3 textures]
    - Dynamic clouds layers [light brightness/direction/color dependent]
    - Sound effects cross fade [dependent on time of the day]
    * Added with the new version of udk - Toggled Point Light casts static shadow maps on static meshes and such, specifically needed with a building that was entirely pre-modeled in 3Ds Max, outdoor street light [turns on at night] that brakes trough the window now has proper shadowing indoors...


    Features not available [for now]
    - Dynamic self shadow maps on weapon [in interior still has outside sun color/specular on the weapon]
    - LightMass - secondary bounces do not work well with fully dynamic lights.
    - Sounds cross fade achieved by moving the sound object away from hearing range, although the advantage of this allows having traveling sounds trough the world such as passing birds or wind.
    - water reflections not real time actual reflections [allthough in tests it works using capture and projection of environment map into water texture, has quite good effect but performance was quite bad so it's disabled for now].
    [list of features will be updated]

    Hardware used:
    Intel quad core 2.4ghrz
    4gb ram
    windows 7 64 bit
    [older nvidia drivers to avoid performance slowdown bug in UDK on windows 7]
    nvidia gforce 8800gt [BFG factory overclock]
    UDK 2010 - 06 version

    Textures used are not ours!
    Hud, weapons and sounds - original UDK content

    Resolution used while capturing - 1680x1050.
    Captured using Fraps
    Capture FPS - 30~ half size
    Antiliasing - off
    nvidia texture settings set to "performance"

    (Created by Ivan Tantsiura - PAPAM STUDIOS - www.papamstudios.com)

    Hope it will be useful.
    -------------------------------------------------------------------------------------
    EDITED

    Hi, folks: Version 56 download is avaliable here: papamstudios

    Direct Link: DOWNLOAD

    Please read the README.

    Please report about the map performance...

    #2
    That looks amazing. Won't comment too much as you say it's a WIP but I will say: Wow.

    Comment


      #3
      Nice job. It looks great. I'm definitely interested in seeing a tutorial or something similar if you decide to do it. Which I hope you will.

      It looks great though.

      Comment


        #4
        i am with Blades i would love to see another tutorial

        Comment


          #5
          Good job, it must be included as an oficial feature of UDK .

          Comment


            #6
            Thanks guys i'll polish it up and upload the map for sure, it will never be as good as UDK official tests but i hope it will be useful.
            Thanks.

            Comment


              #7
              I think that's awesome!! Good work. can't wait to see the game that follows.

              Comment


                #8
                Wonderful! A tutorial is helpful.

                Comment


                  #9
                  Tutorial would help me out! Great work!

                  Comment


                    #10
                    Great Work! I'm interested in knowing how it was made, specially the clouds.

                    Comment


                      #11
                      Ok thanks will do soon.

                      Right now i added a function that works as weather change, in addition to the day night material change, it also shifts between different skyboxes during the day. So what you can achieve with it is to have different weather appearances during the day [and at different time each day] or have each day have different weather. Posibly it will have both, overall different weather each day, plus the same day will have changes during the day. [note that only sky box material represents the weather right now, not light/fog colors or effects, or layer clouds, yet...]

                      Comment


                        #12
                        you seem to be quite experienced, why you have only 6 posts in this forum?

                        Comment


                          #13
                          I donno...

                          Comment


                            #14
                            Here some progress images on the map:

                            [shot]http://www.papamstudios.com/ig/UDK/ScreenShot00032.jpg[/shot]
                            [shot]http://www.papamstudios.com/ig/UDK/ScreenShot00034.jpg[/shot]
                            [shot]http://www.papamstudios.com/ig/UDK/ScreenShot00035.jpg[/shot]
                            [shot]http://www.papamstudios.com/ig/UDK/ScreenShot00037.jpg[/shot]
                            [shot]http://www.papamstudios.com/ig/UDK/ScreenShot00038.jpg[/shot]
                            [shot]http://www.papamstudios.com/ig/UDK/ScreenShot00040.jpg[/shot]
                            [shot]http://www.papamstudios.com/ig/UDK/ScreenShot00044.jpg[/shot]
                            [shot]http://www.papamstudios.com/ig/UDK/ScreenShot00045.jpg[/shot]
                            [shot]http://www.papamstudios.com/ig/UDK/ScreenShot00047.jpg[/shot]

                            Comment


                              #15
                              [shot]http://www.papamstudios.com/ig/UDK/ScreenShot00049.jpg[/shot]
                              [shot]http://www.papamstudios.com/ig/UDK/ScreenShot00052.jpg[/shot]
                              [shot]http://www.papamstudios.com/ig/UDK/ScreenShot00057.jpg[/shot]
                              [shot]http://www.papamstudios.com/ig/UDK/ScreenShot00060.jpg[/shot]
                              [shot]http://www.papamstudios.com/ig/UDK/ScreenShot00064.jpg[/shot]
                              [shot]http://www.papamstudios.com/ig/UDK/ScreenShot00075.jpg[/shot]
                              [shot]http://www.papamstudios.com/ig/UDK/ScreenShot00076.jpg[/shot]
                              [shot]http://www.papamstudios.com/ig/UDK/ScreenShot00077.jpg[/shot]
                              [shot]http://www.papamstudios.com/ig/UDK/ScreenShot00079.jpg[/shot]

                              Comment

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