No problem
Announcement
Collapse
No announcement yet.
DM / Greed-Nano - MSUC P4 best graphics in map finalists !
Collapse
X
-
PS3 conslusions...
After some search, the conclusions are that for severals reasons, I won't publish a PS3 version because I simply can't
Those are the reasons :
1) We don't have any official tools to help us to knowing what's going on when it simply don't work.
2) Even if everything as perform well without any issues while performing the cook, as this is my case, there is no log or official resources available to help us. We're completely on our own.
3) I've read comments from experiments / professionals mappers & moders that are use to make stuff for the PS3. Even for them, they have to "guest" & try until it work on the console ! For example, while I'm building the map, I have absolutely no idea of how many static mesh, brushes, lightmaps, items, etc I can possibly use. In all case, no one know the maximum amount of stuff permitted for making our map work. I don't even no if there is a file size limit for the uncooked &/or cooked version ??? Simply put ; there is no guide lines to prevent any issues BEFORE performing a PS3 cook & nothing neither to keep in mind while your building your stuff.
4) Some say that maps can be cook if they're using some Titan Pack assets while other say the contrary. Who's right ???
5) Until just recently, maps with custom music wasn't supported. This was a big deception. But even then, since the tool is available, some mappers are having issues. Just browse a bit Epic forums & you'll find them easily.
Even 1 reason on 5 is enough for me not to invest more time for making my map work on the console.
I'm sorry but after working 9 months on 1 map, I have better things to do than loosing my time by working blindly until I found "the magic formula" to make my map finally work on the PS3. Epic should had provide the proper tool in the first place so we're not all by ourselves.
Bottom line ;
You can blame Epic for this.
Comment
-
Excellent work my friend.
The map is obviously very detailed in almost every aspect of it. The visuals are very well done, especially the mesh work. You can mesh out my future maps if you like. The details like the green goop sitting in between the rocks makes you want to just run around the map for a while (with no opponents).
The layout is solid over all. There are some hallways that are longer than I would personally like, but this is a subjective thing as it's still very fun to play.
Really the only issue I have, which you already know, is the frame rates. Granted, I think my computer is having issues as many maps and other games are a little slower than usual. Do you offer tech suport?
This amount of detail will always be a challenge to achieve a balance. The long line of sights don't help either. But that aside, the map is a definite keeper.
I know you put in a lot of work into it and whether or not we, the players/mappers, appreciate it, you should be very proud of the map. It's something I haven't tried to do yet and I have been mapping for a while (off and on). Maybe I should...
p.s. I agree with you completely about trying to convert this for the PS3. You will have to strip the map down soo much, it won't even be "Nano" anymore, just "no".
Comment
-
Originally posted by Odedge View PostExcellent work my friend.
The map is obviously very detailed in almost every aspect of it. The visuals are very well done, especially the mesh work. You can mesh out my future maps if you like. The details like the green goop sitting in between the rocks makes you want to just run around the map for a while (with no opponents).I see that as Lego pieces but you need to use some imagination. I was blocked several time but it just "unblock" after a while I guess
It was even harder since I didn't have any models as a guideline. The only thing I could refer to is some stock maps & about there overall lighting & atmosphere. What is the "almost" aspect ?
The layout is solid over all. There are some hallways that are longer than I would personally like, but this is a subjective thing as it's still very fun to play.
Really the only issue I have, which you already know, is the frame rates. Granted, I think my computer is having issues as many maps and other games are a little slower than usual. Do you offer tech suport?Culling take me a lot of time because wgen I cull a mesh, I have to moove from place to place to make sure that nothing "pop up" suddenly depending on where you located.
This amount of detail will always be a challenge to achieve a balance. The long line of sights don't help either. But that aside, the map is a definite keeper.
I know you put in a lot of work into it and whether or not we, the players/mappers, appreciate it, you should be very proud of the map. It's something I haven't tried to do yet and I have been mapping for a while (off and on). Maybe I should...
p.s. I agree with you completely about trying to convert this for the PS3. You will have to strip the map down soo much, it won't even be "Nano" anymore, just "no".
What a laugh I had, I almost fall out my chair !!!I know, it's not funny but you always have your way of explaining things
THX for the nice comments my friend !
Comment
-
Originally posted by stevelois View PostWhat is the "almost" aspect ?
Well, to be proud, I am. In the contrary of Station12, I'll play that map once in a while
LOLLL
What a laugh I had, I almost fall out my chair !!!I know, it's not funny but you always have your way of explaining things
THX for the nice comments my friend !
Comment
-
Originally posted by stevelois View PostWell, I did try some combination of lighting, still after many... many... testing, I return on my first settings even when others mappers more talented then me was saying it was to dark. I did made some changes, but it's veeeeeeeery thin. The overall lighting & colors hasn't change at all but the posted pics look darker that the real thing. The fact I played more with the heightfog as helped a lot to.
I think you did the right thing going with your own gut, its great that others offer feedback, at the same time for those of us with vision we know where we want to go with a finished product and when you get it right you say to yourself, that's the look i'm after, or that's what i've been looking for.
Good job on this again stevelois, i know you worked hard on it, while i do like DM, CTF has always been my UT thing, reason being; back in the day we had the best instagib clan in the game before we blew apart, we were undefeated on the CTF ladders for a period, a rival clan tried to steel / recruit all our ex members.True story!
At any rate with what is left of the community here, i wish some of the DM people would support the CTF people in turn.
Comment
-
As you, I think mappers should always stick to there instinct while mapping. Other feedback is always a + but it must fit with your vision or else, it won't be as good as you wanted.
I also like CTF, in fact, the first map I wanted to do is a CTF but I didn't know anything about mapping so I started with DM since it's the easiest type. I don't know about who is giving more feedback than others. Meaning that I know CTF players that don't bother to give any feedback to others if there project is not CTF. Same thing for DM players. I help CTF mappers a lot, they never give me any feddback at all for my DM maps. I also help DM mappers a lot, in most case, they don't give me feedback for my maps. In both case, feedback is rather "dull" imho. Except if your modding something & be part of a team, your on your own.
Take example of my CTF thread, it as been read more than 600 times already. Only few peoples as post something. Same thing for my vehicle thread. In those case it's even worst, a simple "Thank you" would be cool, but 98% of the people don't bother to take 1 min of there time to write something nice for those who spend hours of there time doing the boring job.
Anyway, it won't change nothing talking about feedback since no one care.
For your CTF maps in your sign, don't hesitate to post them (pics & such) in my CTF thread if you want
Comment
-
UT3 and Gears of War both have a frame cap of 62fps set automatically, though you could change that in the .ini or I think newer patches added a menu option. Really though, you'll only notice these higher frame rates if your monitor supports higher than 60Hz. (Mine supports 1280x960 at 100Hz, which while incredibly smooth in Battlefield 2, really didn't seem noticeable at all in UT3.)
You can disable the frame cap if you'd like, though I really only do it for FRAPS benchmarking--otherwise it's really no big deal.
Comment
-
Originally posted by TIPPER View PostMake some more maps Steve
It is an exceptional bit of work and despite the fps issues it plays better on my kit than maps that manage to achieve a steady 59 to 62 fps.
About FPS, that's good
Originally posted by Zerglings View PostMine supports 1650x1080 100hz where do you chnage the fps at.
The FPS is only a measure to calculate the general rendering of the game engine not the GPU / monitor itself. With the Unreal engine it's recommended to be in the 80-100 FPS range since FPS include all aspect (audio, video, network interface, AI & such) not just video rendering like most people think.
With this amount of things to render in my map 50 FPS or more is very satisfying. You will obtain more FPS is your hardware is more powerful than mine which is describe in the first post.
You can deactivate VSync in the video menu so the GPU & monitor won't be synchronized & can give you more FPS but can generate undesirable lines.
If you want to know the real FPS, just bring out the console (F10) & type stat fps, that will give you the engine FPS. FRAPS is a good tool but not as much precise as the ingame stat tool.
Comment
-
Thanks steve...I know what fps was but good history leason lol.
If you want to know the real FPS, just bring out the console (F10) & type stat fps, that will give you the engine FPS. FRAPS is a good tool but not as much precise as the ingame stat tool.
(PS have to try GTA IV now!)
Comment
Comment