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  • replied
    yall need to make a mod where there is a gun that destroys and creates a blanks cube for the level that would be sweet becasue i seen one in java at a uinty developer's forum i downloaded it i probably have it if you want me to post it(the javascript just creates a blank cube in a grid and destroys one) then build the map around the grid size THAT **** would be nice

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  • replied
    It's not jelly, it's water.

    Minecraft water moves you in the direction of flow, but since the area was designed to hide a shortcut, that would be extremely annoying. So I just made it a simple volume, hence the jello-ness.

    Anyway, I decided to make a similar area in Minecraft itself to compare how it would really look:

    Minecraft:
    http://steamcommunity.com/sharedfile.../?id=394868715

    UTcraft:
    http://steamcommunity.com/sharedfile.../?id=394869057

    It's close enough, I think. You'll notice that the water texture looks a bit different, that's because I used the still water animation found in the rest of the level since a flowing animation would only be used in that spot.

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  • replied
    just downloaded this, and this looks awesome

    - love the new layout, I see the big mountain is gone
    - the rock textures look good
    - I noticed in the cave section there's a part of blue jelly that behaves like as water volume, is that on purpose?
    - lol, dat explosion

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  • replied
    Thanks! It looks a bit like an etch-a-scetch.

    There are around 1700 brushes in the map. It was getting to the point where I couldn't add many more, too many random lighting errors (darkened surfaces that don't react to lights.) Actual BSP errors like HOMs generally weren't an issue with everything on grid and at angular shapes. Luckily, I can hide the problems by moving the static mesh torches around as long as they don't pop up in too obvious a place. Still those errors are quite frustrating, as they move between builds and can show up in unexpected places.

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  • replied
    Oh man, I haven't played Minecraft for so long, this brought up some good memories. You managed to capture the feel of that game pretty good, looks and sounds very authentic, and the UT stuff like the custom pickups and the pixelated art fits great. I wish it went deeper, the randomly generated dungeons were my favorite part of the game. Also this is beautiful:
    [shot]http://i.imgur.com/KbrHDo4.png[/shot]

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  • replied
    Updated to DM-UTCRAFT-A22.
    Fourth public test. DO NOT MIRROR.
    *New random music script (made with Great Emerald's help.)
    *New emitter effects on jukeboxes and other things.
    *Replaced the old mountain on the eastern side of the map with a brand new new area.
    *Reworked a few textures and remade the health pickup base.
    *Expanded beaches outwards and made them less jagged.
    *Fixed water opacity issue.
    *Revised tunnel layout with a few new routes and made them a bit more open and a bit less boxy.
    *Got rid of a lot of the grass meshes, put in some flowers (on grass) and scrub (on beach.)
    *Lots of signs with scripted messages showing score, etc.
    *Added ambient sounds from Minecraft.
    *Various new meshes and textures.
    *Lots of secrets.

    More info in the first post. I plan to release the final version next week, so feedback is important. Thanks!

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  • replied
    Thanks.

    The plan is to remove that big mountain area, as I mentioned in the first post, I wanted to wait till the rest of the map was more or less done before doing something about that area. I'll put something else there like a small hill, or just some beach.

    I know what you mean about the water, some skins will disappear under it and some don't. I think it affects characters with complex shaders or final blends; all of the default characters I've checked are visible under the water and some custom characters with shaders, like my battledroids, work too. I think it has to do with the fact that the water is not only transparent, but it is also animated with a texture sequence that blends (like a level preview) making it fairly complex itself. I'll see if I can figure out another setup for it, but it might not look as nice.

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  • replied
    ok downloading this right now, gonna comment immediately after I test

    EDIT: Ok, some comments

    - I like the pickup meshes, looks nice
    - love the new tunnel areas, more places to go and shoot stuff
    - yeh the volume sounds better
    - any plans on adding tunnels on the mountain on the south portion? I notice there's a space inside
    - lightning looks very nice
    - just noticed this, for the water texture, maybe you could make it somewhat transparent? I don't know the right term for it but on third person when you look at it from the top the bottom section cannot be seen, which means if I'm crouching below the players on shore won't be able to see you

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  • replied
    Updated to DM-UTCRAFT-A19.
    Third public test. DO NOT MIRROR.
    *New custom pickups.
    *Massive layout expansion, including new beach and tunnel areas.
    *Better music volume.
    *Various new meshes and textures.

    More info in the first post. I need your comments! Thanks!

    Leave a comment:


  • replied
    while that option would make the pickup meshes still look a bit out of place, it still looks like a better alternative than just using standard pickup meshes

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  • replied
    Applying a different texture has the same effect to ammo pickups as changing the mesh itself, in my experience, it only works offline. (This map is a good example. The "matrix" texture on the pickups is not visible online, but works offline.) Additionally, Unreal Engine blurs low resolution textures, so using any sort of "on-the-fly" reduced texture resolution wouldn't look like Minecraft at all (change your in-game textures to lowest in UT2004's settings, and everything is a blurry mess.) I had to upscale all the Minecraft textures I used from 16x16 pixels to at least 64x64 AND set them to lodset_interface to get them presentable.

    I did try lowering the standard minigun skin pickup to 16x16, and then upscaling it back, and it looked somewhat ok. However, compared to the other custom meshes on the map, it's not quite right. The texture mapping is subtly screwed up, and everything else on the map is set to a "1 pixel" scale, like this vial and torch, and line up precisely to the MC textures. A custom model would look better, but again, it wouldn't work online properly, and would be a lot of extra work for nothing.

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  • replied
    Something like "on the fly" texture resolution reduction for the ammo packs would not work I guess? That could make the ammo look more minecrafty without having to change the meshes.

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  • replied
    Good idea, but I'd prefer not to use weapon lockers. I think I'll just keep the standard ammo meshes on the map.

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  • replied
    wow those pickups look very nice

    for the ammo issue you mentioned, I reckon just keep the standard ammo meshes, or make custom mesh weapon lockers?

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  • replied
    Those pickup meshes are looking good jefe! I like the beach too!

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