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VCTF-RT-TrainCrossing v2

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    #16
    I have a question about zones: should i place zone portals in open areas too or only inside buildings?
    Also needs brighter sky and sunlight. For the whole tropical flair, like JB/ONS-SavosIsland or ONS-ChainsIsle does it.
    i like the skybox i used because it creates some dramatic shadows but yeah, a brighter one would be more appropriate for a map like this

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      #17
      Zone portals don't work in open areas.

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        #18
        they work as long as you isolate an area from other areas...

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          #19
          Which would mean the areas would no longer be open. If you can see any part of one zone from another zone, they don't occlude anything. In a truly open map, you can't completely "hide" a zone, unless it's a building, underground area, or similar thing enclosed in BSP. You can use fog to occlude distant areas, and use antiportals.

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            #20
            And CullDistance settings for smaller objects (my CullDistanceVolume helps a bit with that) so that you don't have to use too aggressive fog distances.

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              #21
              [SHOT]http://i.imgur.com/cIb3ceZ.jpg[/SHOT]

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                #22
                Looks nice!
                You may want to use a texscaler to play with the texture's scales on the rocks. When I converted all the rock meshes from UT3 I kept the same UV maps, but used a default rock texture from UT2k4. In the test maps I have I've typically used a texscaler between 1.25x -> 2x for the larger boulder models.

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                  #23
                  how do you scale textures on meshes?
                  edit: nevermind, found it
                  edit2: wait a second, should i upscale it or downscale? if i upscale it to 1.25-2 it looks worse, i guess i'll go with 0.75 then...

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                    #24
                    You have to give the texscaler Uscale and Vscale values lower than 1 to have the texture appear more than once across the mesh.... although generally ust adjust it to whatever looks good in the map

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                      #25
                      [shot]http://i.imgur.com/z31z1vR.jpg[/shot][shot]http://i.imgur.com/oiIRTLR.jpg[/shot][shot]http://i.imgur.com/u6cOj09.jpg[/shot]




                      finished adding rocks and building the bridge.
                      now i need to add pickups and bot paths and i'll probably upload half of the map for testing purposes

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                        #26
                        [shot]http://i.imgur.com/FuSWgDs.jpg[/shot]
                        VCTF-RT-TrainCrossing v0.470 (Alpha)
                        What's in it:
                        -Half of the map
                        -Second flag is on the middle of the bridge
                        -Working botpaths
                        -Most of the pickups are put
                        Weapons:
                        - Weaponlockers - link gun, shock rifle, flak cannon, minigun, avril
                        - Additional - mine layer, grenade launcher, RL, lightning gun,
                        - Superweapons - Redeemer, Ion Painter, Nuclear Strike Painter
                        Vehicles:
                        -Two scorpions, Paladin, Cicada, Manta, laser turret, two motorboats and a raft (+2 hellbenders on blue "base" as a placeholder)
                        Download: https://dl.dropbox.com/u/56263088/Re...28alpha%29.zip
                        -----------------------------------
                        Oh, and if somebody can answer me these two questions that'd be great:
                        Paths rebuilding takes absurdly long time. Am i doing something wrong or is it supposed to be this way?
                        How do i make bots use vehicles if they don't have a wide (white) road path to the flag?

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                          #27
                          Build time for paths depends a lot on your CPU and the number of PathNodes (and ForcedPaths increase the build time too) in the map. But yeah, it generally takes quite a long time. When I rebuild paths in ONS-Rail, I am looking at roughly 30-45 minutes that I can spend on something else.

                          As for vehicles: There should be a VehiclePathName in the GameObjective where you can enter the name of the closest PathNode to the objective that can be reached by vehicles. Or use ForcedPaths with bVehicleDestination = True, but make sure that the vehicle can really fit in the place then.

                          Or just read Steve Polge's comment on the topic: http://wiki.beyondunreal.com/Legacy:...Toonces_T._Cat

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                            #28
                            thanks!
                            managed to make both teams use vehicles

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                              #29
                              [shot]http://i.imgur.com/GoQzNOW.jpg[/shot]

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                                #30
                                Looking good!

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