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  • replied


    Here is the Liandri Robot from UT3 Carbon Fire.

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  • replied
    cool. Morbius UT4? needs some rolling hills, a harbor, air ships / traffic, and some sea monsters XD ....GTA 10

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  • replied
    Something random I did this Sunday.
    I was wondering how many tris in staticmeshes UT2004 can handle. Since I'm no coder the easiest way to check this I could think of was to subtract a huge cube in UEd and fill it with some badly optimized junk. I chose cylinders since they are always a huge waste of tris, but when I added a bunch of them to the map I noticed that it's starting to look a bit like a city. So 5 hours later I had this



    Basically it's about a thousand copies of the same three buildings, with the heaviest of them being 16k tris. 14 million tris in total. From what I see UEd does a pretty good job at rendering lots of instanced geo, way better than max for example - I had ~90 fps most of the time on my gtx960.
    It's just a performance test but I thought it looks cool and decided to share a video

    Also, the same look can be achieved with way less geo, I'd say less that 1 million tris. Just move the windows to the textures and replace some of the background buildings with cubes and it should be playable on any pc.

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  • replied
    Just have a few of the smaller ships set up as movers, make the rest non-moving, similar to AS-Convoy or DM-Hyperblast2. The skybox will sell the sense of movement. Another map with a similar concept is ONS-AirMars, you should take a look at how it's set up too.

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  • replied
    Since I tried the jetpack I've been thinking about a map designed specifically for it. This week I finally modeled some stuff and threw it together in UEd:



    This is very unfinished, the big planes are basically untextured placeholders. Currently the plan is to add some interesting geo to the big ones (cockpits, interiors, cargo boxes etc.) and fill the space between them with traveling small planes. No idea how it will turn out in the end though.
    The biggest problem so far is network-related issues (since the map is movers only, there won't be any bot support). Stuff attached to movers doesn't always work as intended and the jetpack is a bit buggy.

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  • replied
    Originally posted by jefe View Post
    Gaeling Day actually sounds pretty good, but I already released it as "TrainingGael."
    What about ctf-gaylorzday? Sounds funny lol
    pd: Interesting combination dude, maybe could be be the lightning and textures treatment a bit different to avoid "repeat" those two maps, dunno could try to "appear" different

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  • replied
    Gaeling Day actually sounds pretty good, but I already released it as "TrainingGael."

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  • replied
    Gaeling Day? Gaelic Day? Garlic Day?

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  • replied
    After seeing a couple of hybrid maps like DM-GrendelGrounds (GrendelKeep + Campgrounds) and DM-Manipulation (Goliath, Deck17, with a bit of Rankin) I decided to try one for the lulz, using two of the smallest maps, Gael and Training Day:

    [shot]http://www.vgmp3.org/pix/TrainingGael.jpg[/shot]




    There are two copies of Training Day, with Gael in the center. It might make an interesting CTF map (I've already textured one side blue) but is DM for the time being. Just started on this a few hours ago


    EDIT: I finished it up yesterday, here's a video:

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  • replied
    In the meantime, here is a download for the hi-res loading screens I just tested.

    http://www.VGMP3.org/DLs/UT2004/Jefe...ScreenTest.zip
    those look great

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  • replied

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  • replied
    I tested a 2048x2048 loading screen with a texscaler (based on this hi-res art.) And... it works. Unfortunately I've done all of the work on this project at 1366x768 (easily scaled to 1024x768) and already made around twenty loading screens - I was planning to do about 30 total.

    On top of that, my regular monitor's max resolution is only 1680x1050 - the loading screen area would be 2048x1536 (4:3), meaning the original shot would need to be 2730x1536 or greater for best results. The highest resolution screen I have available is my tv (1920x1080) - a bit difficult to work on, but doable.

    So what I might do is release what I have already done as a beta, since it would be a lot of work to redo everything. In the meantime, here is a download for the hi-res loading screens I just tested.

    http://www.VGMP3.org/DLs/UT2004/Jefe...ScreenTest.zip

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  • replied
    Is there any way to make them 2048x2048 instead of 1024x1024? A texscaler maybe?

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  • replied
    [shot]http://www.vgmp3.org/pix/ctf-faceclassic-16_9.jpg[/shot][shot]http://www.vgmp3.org/pix/ons-icarus-proper16_9.jpg[/shot]

    I'm making a new set of loading screens based on official UT2004 maps, kind of a late 10th anniversary thing. One key difference between this new set of loading screens and all other loading screens that I've seen (including my previous ones) is that there will be both regular 4:3 and widescreen 16:9 loading screens.



    For example, this is a 4:3 screen. And this is the same screen stretched out the way UT2004 normally does with loading screens. And this is an actual 16:9 loading screen. The texture itself will be changed to the standard 1024x768 (a section of a 1024x1024 texture) required in loading screens, but after it's stretched it will maintain the proper aspect ratio.

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  • replied
    Click image for larger version

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    Here is a map I started.

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