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    #16
    Okay. I'll put this in mind BTW I'm still working on the layout right now. It looks like a port.
    But don't worry, details will be added in beta1 for sure. I've looked for some static meshes which could look like counterparts for collumns or borders, lights, trims and supports. And I think they are quite good. I'll make a custom static mesh package with all my static meshes I used in DM-Crane. That will be better because then I can shorten the loading times in Crane and I think it would be senseless to have 2x a myLevel package which contains exactly the same content.

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      #17
      Actually, use either JPG 80-100% quality or PNG with ImageShack's thumbnail instead of the screenshot tag.

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        #18
        Originally posted by Sly. View Post
        I'll make a custom static mesh package with all my static meshes I used in DM-Crane. That will be better because then I can shorten the loading times in Crane and I think it would be senseless to have 2x a myLevel package which contains exactly the same content.
        The re-use of meshes to shorten the download time is the only argument, as loading times are not affected by the kind of package.

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          #19
          However, I think it's a good idea Well, I've made progress with CTF-High. Want to see some screenshots?

          EDIT:The towers dissapear in the darkness now. They had an edge as you can see in the screenshots above. Suddenly everything was black ... I made it in a very simple way If you want to see my trick, just say it and I'll share it with you

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            #20
            I've made a lot of progress during the last weeks and I'll probably release an alpha test version in the next week, Thursday or Friday (so that you can take a look at the scale and static meshes, lighting, etc.).. still not sure how long it will take to make the paths and to set the static meshes like the crane static mesh and the boxes in place.

            If you want I'll post some screenshots over the next days so that you can take a look at it.

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              #21
              Can you show us some new pictures?

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                #22
                well classic sentinels here

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                  #23
                  I was very busy with capturing the feel of the map over the last days but today you'll see some screenshots of it I'll just play a match in UT to chill a bit and then I'll show it to you in about 30-40 minutes

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                    #24
                    Sorry for the delay I forgot to post them here, but finally I did it.
                    Here are some pics of CTF-High.

                    crate StaticMesh:
                    [SHOT]http://img261.imageshack.us/img261/5738/ctfhighalpha1staticmesh.png[/SHOT]
                    for some reason you can't see the AncientSunLight static mesh from the PC_Urban static mesh package, looks like these meshes hate screenshots

                    buildings fading in the darkness:
                    [SHOT]http://img256.imageshack.us/img256/8413/ctfhighalpha1fixed.png[/SHOT]

                    how I made it:
                    [SHOT]http://img405.imageshack.us/img405/7877/ctfhighalpha1fixed2.jpg[/SHOT]
                    Simple, isn't it?

                    red flag side:
                    [SHOT]http://img641.imageshack.us/img641/1526/ctfhighalpha1flag.png[/SHOT]
                    I'll move the flag base a bit down so that you can't see it anymore and then I'll scale the flag a bit up and make a bigger collision radius. You can't deliver the flag by jumping off the building yet. That needs to be changed by scaling the flag up. Furthermore I think it's just too small :/

                    blue flag side:
                    [SHOT]http://img261.imageshack.us/img261/2764/ctfhighalpha1flag2.png[/SHOT]
                    I've added some details already so that I don't forget them, I only have to select all of these meshes and to add a cull distance for better performance

                    I hope you like what I did so far. I know it doesn't look much but I made it and will make it with a lot of love And I hope it's gonna be a famous and beloved UT99 map-remake

                    PS: It took me really long to convert all the static mesh I used in crane into a separate package and to change the textures for them and I also had to convert all the textures. But now I got most of the things (static meshes, textures) done.

                    -music is already converted-
                    For those of you who can't remember the background track:
                    Link to Bot MCA #10

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                      #25
                      I like what you did so far

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                        #26
                        Thanks. Just have to add all static meshes in place and to make the lifts inside the building. That big crane will take me long. It's different compared to that one in DM-Crane. :/ The base of it is the same but the whole rest is different. And some meshes will get some more details.

                        PS: The floor texture is darker in the original map. I have to make a darker version of it. But only the floor texture is dark, that one on pillars and ceiling looks like that one I use now for floor, pillars and ceiling.

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                          #27
                          I worked the whole day on the crane static meshes and got it nearly finished. When FileFront allows me to upload some screenshots I'll do it but ATM it doesn't want to do that. Everytime it should be finished: "Error. Images couldn't be uploaded" Something like that appears and I don't know why I'll try it later again.
                          That big crane (INX337-C) in the middle of the map is completly 3D without big performance loss! Do you remember the alpha textures with that "X"s (the crane was made out of them)? I made static meshes with that texture. Everything is 3D, the big screws, the ledges, etc.. I'm really proud of myself That looks just awesome. Too bad you have to wait for the pics of it until tomorrow (about 8-12 hours), going to bed in a minute. You have a lot of fun with the Flak Cannon on the crane I killed myself several times because the flak chunks hit some small details but I think it's funnier than before with this feature: You have to choose your weapon wisely! The teleporters look exactly like the old ones, the billboards have dynamic lighting and the teleporters too.
                          Can't wait to show you my work and to release an alpha test version of it on Thursday or Friday (so that you can see how it looks like in your opinion and that you can tell me if there are any performance problems I should correct)

                          -=[Pictures]=-
                          Crane, lower red side:
                          [SHOT]http://img821.imageshack.us/img821/6319/ctfhighalpha2cc7screens.jpg[/SHOT]
                          Cabin of the crane with nice broken glass and a lot of small details That was the static mesh I was talking about in another thread which didn't want to become a brush. Well, finally I've got what I wanted! :
                          [SHOT]http://img819.imageshack.us/img819/6319/ctfhighalpha2cc7screens.jpg[/SHOT]
                          New red banner, do you like this one or shall I use the old one? Detail texture is missing ATM, going to fix this!
                          [SHOT]http://img816.imageshack.us/img816/6319/ctfhighalpha2cc7screens.jpg[/SHOT]
                          My misshapen pink (classic) cargo boxes:
                          [SHOT]http://img808.imageshack.us/img808/6319/ctfhighalpha2cc7screens.jpg[/SHOT]
                          Red building:
                          [SHOT]http://img809.imageshack.us/img809/6319/ctfhighalpha2cc7screens.jpg[/SHOT]
                          Crane, upper blue side (note: I'm jumping right now that's why it looks a bit small):
                          [SHOT]http://img810.imageshack.us/img810/6319/ctfhighalpha2cc7screens.jpg[/SHOT]
                          Crane, upper red side:
                          [SHOT]http://img824.imageshack.us/img824/6319/ctfhighalpha2cc7screens.jpg[/SHOT]

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                            #28
                            The crane is a little different(like you said), but is it in the same place has in UT99?(I think the answer is yes)

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                              #29
                              Finally! I could upload new pictures! Performance on the crane has an avg of 65fps. Note that this is the place with the most visible triangles and it's on my PC which is a bit old. I could gain 5 fps more because I added a cull distance to the less visible parts down there where the shadow begins (when you fall and you're going to die) and then you see a texture which looks exactly like the static meshes from a distance of more than 3200 Unreal Units A nice solution and I've thought about doing the same with the rest but that looked just ugly because of bad lighting (static mesh throw shadows on the texture.. well I have to say that the shadows look great that's the reason why I won't do that).

                              Enjoy!! I think when I got all static meshes I need and when I add everything in place I'm going to release an closed alpha test version in the next week

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                                #30
                                Hi Sly. Pics look great! When looking down the crane arm, how many poly are visible? (and was the crane created using brushes or in a modeling program?)

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