I like playing with stuff!
Old vs New:
The lower Tarydium mine!
Additional pic from the lower Tarydium mine:
Token Friday screenie :
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Stevie's cornerA blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.All UT4 CTF custom maps. All UT4 remakes. UE4 links (guide, tut). UE4 resources, Software tools & resources.
Runnin a bit late for a friday...blame Mass Effect 3!
Thanx for leaving a comment MrSir4!
It's been a few weeks since my last update due to distractions known as Mass Effect 3 and Battlefield 3 and I've also been working on getting mAlkAv!An's superb Skaarj model working ingame.
Being a complete n00b for custom character intergration into UT3 it has been a long interesting journey... I'm slowly getting there though...
For now here's two screenies of Malk's Skaarj model!
Wow m8, everything look awesome in the scene (map + the model)
i hope someone from epic can see thoses last picts....just to (re)motivate em to work with solid content on their next "PC only" title...i m asskicked each time i watch this skaarj in Micks map...the pict of the year for me!...i want to walk there and if possible with ma shock riffle this time!!muhahahaha....missing home
Took a break from working with the model and done some more mapping.
The player is floating in this viewpoint.
iLikeTheUDK wrote:Yup, but first, this was meant to be a hut, so here you need to add less detail, to show that the resident is a simple Nali Villager that doesn't have the rank to have all these pillars and decorations. In the original game the Nali who lived in there was poor like most other Nalis seen in the game.And second, you really need to make the tarydium blue. Tarydium appears even in UT3, and it's blue in there as well.
Yup, but first, this was meant to be a hut, so here you need to add less detail, to show that the resident is a simple Nali Villager that doesn't have the rank to have all these pillars and decorations. In the original game the Nali who lived in there was poor like most other Nalis seen in the game.And second, you really need to make the tarydium blue. Tarydium appears even in UT3, and it's blue in there as well.
Well don't you think it's up to LPS? You know this is not intended to be a faithful remake. Build your own map with blue tarydium and everyone is happy.
Nichts wäret ewiglich, nur die Natur bleibt bestehen.
As Malk commented, this is an inspired remake where I take liberties to add my own personal touches and change what I want to change. My main priority is to keep the story intact while having creative freedom on the visual side of things!
I will say that while I am tempted to go back to blue for the Tarydium don't expect to see Nali huts like the orginal in my remake!
My Leveldesign PortfolioAbove link is updated (:
My Levels for Unreal Tournament 3:
DM-Unlimited ~ DM-Animus ~ CTF-Rising ~ CTF-Embargo ~ CTF-Seraph ~ CTF-JigokuMap Packs for Unreal Tournament 3
Internal Coördination of the UOF4 Low Poly Map Pack
Been a while since a update.
I've been distracted by RL and other things, like Guild Wars 2, but I'm still working on this in my spare time.
Part of the reason why there's no real updates is that I'm fiddling with small things that aren't really worth a screenie or mention...
Anyways...it's time for some Old vs New on 3 different areas of the map.
Hope ya like'em!
Due to Unreal turning 14 today...here's some screenies:
stevelois wrote:I dig the colors, the mix of the custom / stock assets & the lighting in the scenes :D....
I dig the colors, the mix of the custom / stock assets & the lighting in the scenes :D....
...+1....good job mate
A new screenie for any visitors on this thread! (still wip)
Looking good, I like the bright coral, definitely need some more of that.If you want I'll make a conversions of a blendswap for ya.
I'd be interested an any assets you provide. My plant materials aren't the best :(
Two pics for the public visitors here:
Random Friday Screenie!
3 Old vs New, taken in roughly the same places!
Lower 'Mine' corridors:
In my version the hallways are a lot longer to cater for the change in the terrain! They exits are in roughly the same places as the original! The lighting on the pic has been improved from the lighting in the post above!
Outside lower area:
Size wise my version of this area is a bit smaller(or in other cases larger or longer etc..) with dense vegetation! As mentioned before all vegetation has varying degrees of waving in the wind!
Custom grasses are from mAlkAv!An's assets! Custom plants are from Nobiax's assets!
Tarydium Cave side exit:
The shade of blue is not final so it will change. The cystals also pulse in intensity and have glowing particles around them! I'm going with the concept that the Tarydium changes state(and 'properties') when exposed to dense open atmosphere hence the green and blue varieties
Boxes are from mAlkAv!An's custom assets!
Unfortunately I'm pushing the editor to it's limits with lightmap usage. Compiling and level saving crashes are occuring quite often if I push it any higher!
Hope ya like tha pics!
Cheers for the comments!
I'm not if sure splitting up the custom assets will help. The crashes are occuring during compiling time. I wonder if having more than 8gig of ram will help(I have 6, my laptop has 8...and it still crashes).
I've noticed that the compiler will crash around 90-94%ish mem usage. Maybe 12gig would do it. ...all i need is a PC with 12gig of ram to test!
Other alternative is to compile via XP. XP seems a bit more stable with massive lightmaps compared to Win7 I've found. I'll test this theory next week!
Lord_PorkSword wrote:...I've noticed that the compiler will crash around 90-94%ish mem usage. Maybe 12gig would do it. ...all i need is a PC with 12gig of ram to test! ...
yup....had the same s*** ....but only when ram use hits 100 %