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    how come most ut3 maps when you open them in the editor are so highly detailed, and have that shiny look. but when i make mine, it looks like a ut2k4 map? is there something i have to do? And does anyone know a good fog tutorial? Thanks,

    -Ejon

    #2
    Originally posted by EpicJon View Post
    how come most ut3 maps when you open them in the editor are so highly detailed, and have that shiny look. but when i make mine, it looks like a ut2k4 map? is there something i have to do? And does anyone know a good fog tutorial? Thanks,

    -Ejon

    Can you send me a screen shot so I can see the difference?

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      #3
      sorry its on my desktop, and it doesn't have internet atm but you know how the kinda blurry/shiny look ingame? i can't get mine to look like that

      Comment


        #4
        You mean the haze and bloom? That's done with a huge PostProcessingVolume enveloping the map.

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          #5
          Actually, you can edit the World Properties to make a default PostProcess Effects

          Turn the Bloom up a tad...

          Also add one HeightFog actor in the map, far above where the player can ever get to better create the atmosphere for your map.

          If you make it a dull yellow-orange or tan, it looks like dust, A Blue-Grey will look more or less like fog, white will make it look like really heavy cold fog like you might see in an arctic environment (not suggested, a light grey looks nicer), A bluish teal fog would look nice in a jungle environment to show that the air is saturated with water... etc...

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            #6
            not just that man, the lighting you use in the map effects the way bump mapping looks and a little glaze can be applied by manipulating the matierials

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              #7
              thanks guys and about the height fog, it never seemed to work for me. i just add it and change the color right? i don't have to do any other special requirements?

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                #8
                wait, the post processing is a volume, or is it in world properties?

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                  #9
                  It's both. The post processing settings in world properties will affect your entire map, while a post process volume allows you to limit it to a specific area - such as underwater.

                  Personally I prefer to use a volume that encompasses the entire map and leave the world properties post processing settings at their defaults, because then you can toggle the effects on and off with the button in the perspective viewport. It makes it easier to balance the post process colour adjustements with your lighting and fog settings.

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                    #10
                    so i can make a huge cube and do it, or does it have to fit my bsp inorder to work?

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                      #11
                      Just make the cube as big as it needs to be to surround everything in your level, and make sure players can never get outside of it. If you open up one of Epic's maps such as Sanctuary or Heatray and use the Find tool to locate their post process volumes, you'll get an idea of how it should be placed. While you're at it it'd also be a good idea to take a screenshot of the settings they've used, and then use them as a starting point for your own volume. It's much better than figuring out things like DOF blur through trial and error.

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                        #12
                        Originally posted by EpicJon View Post
                        thanks guys and about the height fog, it never seemed to work for me. i just add it and change the color right? i don't have to do any other special requirements?
                        If you change the light intensity of the fog, it makes the fog more or less Opaque. If you want thick fog, you could make it .001.

                        I never really messed with much else, since height fog is so basic anyway.

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