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AS-RT-MirrorsEdge WIP

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  • replied
    Hope this project is still alive...looking pretty sweet.

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  • replied
    Was messing around in the editor, this was the result

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  • replied
    Finished another level, just one more to go.

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  • replied
    June 7th

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  • replied
    Hi UnShame,

    Have you an idea, an estimation for the release of the final version?

    Thanks.

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  • replied
    What I meant by no fog was that I removed fog from the skybox. The last level has fog in the level itself because of how big it is.
    This is a trial level not classic Assault. The point of this kind of a map is to get to the end by jumping over stuff. So it's like Mirror's Edge in that regard.
    The bonus and secret levels are unlocked by collecting runner bags along the way. There are two tires of them in the level. Yellow bags unlock the bonus level and there are signs that guide players towards them (again, like in Mirror's Edge). Red bags unlock the secret level and to find them you'll have to explore the level a lot. Secret level leads to an alternative ending.

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  • replied
    Is that fog on the last one ? look a bit weird. The rest could almost be use as is in Mirror Edge. Bonus and Secret level in assault ? How will they work ? Bonus = After the end & Secret level = Stand alone objective maybe.
    It looks better each time you post an update, I actually keep UT2k4 install because high quality stuffs like your maps are upload every now and then.
    Keep up the good work.

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  • replied
    Changed skybox and replaced fog with gradients. Unsmoothed static meshes to better mesh (heh) with the geometry of the levels.
    [shot]http://imgice.ru/images/2016/04/30/y8kTG.jpg[/shot] [shot]http://imgice.ru/images/2016/04/30/d53lV.jpg[/shot] [shot]http://imgice.ru/images/2016/04/30/SZR89kila.jpg[/shot]

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  • replied
    Hey dude! I see this map very interesting being made for assault in my opinion is very well made, I see a lot of insane work in this map. You could post in unreal tournament forum (ut2k4 section) as well so people can read your work here is still active but not so active compared to the current epic games's forum UT. Dont stop workin in these maps ( VCTF-RT-TrainCrossing and AS-RT-MirrorsEdge) I still love ut2004 and sometimes I do play in private lan with my few friends. I would like to have (obviously if they a re finished) these map to be part of my ut series collection.Thanks for your effort!

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  • replied
    Not sure if anyone is still on this forum or if everyone has moved on to the new UT, but lately I've been working on this map again and here's some progress:

    [shot]http://imgice.ru/images/2016/04/25/HYm96KVqb.jpg[/shot]
    Level one is mostly done, aside from some ambient sounds and emmiters that still need to be placed.

    [shot]http://imgice.ru/images/2016/04/25/Swab0PWl5U.jpg[/shot]
    Level 2 is complete.

    [shot]http://imgice.ru/images/2016/04/25/DtXL.jpg[/shot]
    Level 3 is complete, but there's no sounds or emmiters yet.

    [shot]http://imgice.ru/images/2016/04/25/CDYFJ.jpg[/shot]
    I'm working on Level 4 right now. So far I have an idea for it (jump-pads), a starting platform and some decorative meshes.

    [shot]http://imgice.ru/images/2016/04/25/Rq6J01zPsd.jpg[/shot]
    [shot]http://imgice.ru/images/2016/04/25/7NzA2.jpg[/shot]
    Level 5 and 6 are in the same spot as level 3.

    [shot]http://imgice.ru/images/2016/04/25/UxrMWO4.jpg[/shot]
    Bonus level is 25% done.
    There's also a secret level that's mostly done, but I'm not gonna show it for obvious reasons.

    I've spent quite a lot of time optimizing every single little thing on every level and managed to bring performance to a point where fps doesn't drop below 60 99% of the time and stays above 90 90% of the time. Before optimization it would drop down to 20 in some places
    I wanna release this map when Mirror's Edge 2 gets released, and if I were to believe wikipedia, that'll happen in the beginning of June. So I have a month to finish the map, and hopefully I'll manage to do so.

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  • replied
    The only way I've found to deal with those projector issues is to use the NVIDIA Direct Draw Surface .dds plugin (I use the one for Photoshop that works for JASC PaintShopPro too) and use the export setting that forces a specific color 1-pixel border on all levels of the texture's .dds mip-map. Depending on the blend mode of the projector being used, the 1-pixel border color should usually be either all black (0,0,0), 127 or 128 gray, or all white.

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  • replied
    Let's give this thread a bump.
    Continued working on this today, here's a bit of progress.
    [shot]http://i.imgur.com/t0ipOzh.jpg[/shot]
    Does anybody know how to deal with this kind of artifacts from projectors?
    [shot]http://i.imgur.com/AZUL8qX.jpg[/shot]
    They are placed underground and go up when triggered (I'm simulating dynamic shadows this way) but some of them appear to be projecting on the surface above them when viewed from afar. Sometimes this bug goes away after changing the map and then rebuilding.

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  • replied
    thanks for sharing bro! looks amazeballs!

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  • replied
    Some pictures of the progress.
    [shot]http://i.imgur.com/bRi7wil.jpg[/shot] [shot]http://i.imgur.com/m1UoJPW.jpg[/shot] [shot]http://i.imgur.com/RonPs9u.jpg[/shot] (fixed shadows) [shot]http://i.imgur.com/dqkZGyo.jpg[/shot]

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  • replied
    Wow, very nice.

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