This is what have been done for the next version (which should be the final):
- Fix player beign stuck on the rock below the helmet. - Fix player beign blocked if your moving to close to the wall near the Bio base & going forward the tights pad. - Redone all the lighting. - Add light fixtures & others small stuff. - Player can fall in the waterfall near the Bio but you will get damaged & die after ±4 secs (if your health is full) in the waterfall bottom. The waterfall spot is also better looking. - Add a damaged windows on the upper level between the Link & Sniper. - The grass is all green now with only a subtle variation.
I spend few hours playing with physicvolume & killzvolume. The end result should be not to bad. After I'll play with the ppvolume for the brightness effect.
To Odedge,
There are some suggestions you point out that I was expected people to maybe comments (like adding trims in the bottom of the udamage pool & such) but I didn't really thought it was necessary so that is why I didn't put much time before I publish B1. I agree it look rather unfinished in this case but I thought that players won't give a damn about it. Still, since you mention them I will address them.
-- Edited by stevelois on Tuesday 10th of November 2009 06:40:15 PM
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Shadows on the lower level are rather absent taking into account the main light source. Still, with the version I'm working with the lack of shadows is less apparent.
Yep please, post a pic where you get stuck. I already fix 2 places so it's maybe one of them ?
Your FPS is rather low... I got a minimum of 75 to ±224 ?
Happy you like it dude.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
It's the kind of effect I was searching for. But the possibility are endless !!! I don't know if your gonna recognize the spots but I have 50% done héhé :
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
First thought: Love it, feels like a breeze of freshness :D, don't make me explain that :P
I do have some suggestions though.
I don't like the floor material you use here, it feels more like something to be used on walls.
I gotta be honest, when I saw this I wanted to jump out to a horrible death. Was disappointed to see that you use blocking volumes for all these spots, I can see why but I think if you want to block it you should have some object that would actually keep people from going out.
[imghttp://img237.imageshack.us/img237/8190/aly122.jpg][/img] I LOVE this wall, 1 small thing though. I feel like it should be darker in those holes.
Please dont use these fruit baskets, the baskets themself looks OK but the fruit texture is horrible.
Roof material doesn't go well with the red brick.
I think it would look even better if you made the sun bigger. I also think it would be a nice detail to actually have birds flying above the map, I know hourences Krodan uses this and I think maybe vCTF-Artemesia.
This floor texture fits perfectly and should be used more!
Trim me!
Ok, finally some other thoughts. I like the brick material you use but I think it could look better if there wasn't these black spots in the material. I mean sure, some diversity is nice but maybe you could make it a little less black but still different.
You already know what I think of the material you use on the pillars ;).
I feel like the NEC lanterns doesn't fit the map, I would use torches (I think I already pointed this out though).
I love the skydome and the lovely water that surrounds the mat, fantastic job mate!
Maybe you could do some changes with the wooden plank texture, cause they are very "black" in some spots and I think it would look better without that effect.
pic1 - In the contrary as you, I do like it or else that material wouldn't be there. I saw that on floors or walls depending on maps. Still, it's the best one I could see to fit on there. Did you notice that every floor on this map as is own floor material ? The only thing that bugs me is the tiling of that material. I wiould prefer to make the floor less "flat" instead but I don't know how to do that, any idea ?
pic2- That area will be accessible & you will die ;)
pic3- The mesh aren't casting shadows but I will look into that to see if it can be better.
pic4- Yeah, like you I found the fruit material very ugly, still it brings some colors & there is only 3 them in the map which 1 is out of the play area. I'll check if I can make the material look better.
pic5- I don't agreed on this but it's apersonal taste.
pic6- In fact it was bigger before I release B1. But I didn't like it. I must say the actual version I'm playing with it is less bright so I think the size of the sun fit more with the general brightness. But I'll play with the size again to see what are the results with the rest of the map. For flying stuff or stuff floating on water, I thought of that but I have no idea how to do that, any tuts your aware of ???
pic7- It's already used on ±75% of the upper floor.
For others suggestions,
Indeed trims are planned, specially at the bottom of the udamage pool & elsewhere.
The brick material is the stock one, only thing I add is the moist on it. I understand what you mean about removing the black spots on them but I simply can't because the dark spots are in the stock texture & my material knowledge is to basic at this point.
The lantern is the one that fit's the most, trust me, I check ALL stock light fixtures. again, it's a personal preference. I do like the idea of using torches. The thing is there is no stock mesh for the torche fixture & also, that will implies I use more emitters for the fire & that include lower FPS. Also to be nice I would make some pointlight dim brighter which involve some work in kismet, another aspect I'm perfectly a noob. I'm not saying I won't use them but if I do, it will be for the night version.
Yep, I know for the wood material that as some dark spots on it depending on the mesh it is applied. Again, there is nothing I can do about it since it's the way the stock material on the mesh. TBH, I already look into that but I didn't succed of making look better :(
THX for your feedback mate, very usefull :D
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I have no clue how you would do to get the floor to look less flat.
Great, just make it so that there's no way to get stuck there without dying :P
About the brick texture and the wood texture, I have fairly good skills in Photoshop and I think I could make them look better.
About the fruit, I can think of 1 thing that would be better but I don't know if you would like it. Anyhow what I would do is to keep the basket but not the fruit, and instead I would place a NEC lantern there (not the NEC lanterns used on walls but the one without all that extra stuff) this might also give some neat lighting effects :)
About the Birds, I don't know how to do this, but if you open Krodan in editor I think you can see how he's done it there, and if you ask for his permission I'm sure he would allow you to use his bird textures and stuff.
If you want a torch model, I will see if I can get one from UT2004, I already did this with some palm meshes for my map and it wasn't very hard :)
I will get back to you when I've found a solution for brick/wood materials, I'm actually planning on using them myself so it's no problem!
yeah i love the baskets they have a good look but i agree 100% with thrallala on the content too
....but....to be coherent from a to z... i cant understand who have let thoses fruits here in that basket; does it fit to the history ?? does this place have to be scaring or looking like a cool place with pom pom gals and fruits baskets? hah? jkn ya ;)
it s funny i tryed during long hours to deal with the foliage and the fruits on demeter with no success....for the foliage especially....i hate it now....lol
i like the PP effects btw good job here too ;)
-- Edited by Bl!tz on Friday 13th of November 2009 08:07:54 PM
Well then, it make 2 persons who don't like the fruits look. As for fitting in the story, indeed, there was people there & vanish without any explanation, so those fruits basket is logic.
I'll try Thrallala suggestion by adding some lights fixtures in a empty basket. Still, I don't know how it will end up with the 2 others that are already there ? It may look odd but I'll post a pic so you can share your thoughts :) It won't be out of place because I already use another light fixture on the floor somewhere else.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
About the brick texture and the wood texture, I have fairly good skills in Photoshop and I think I could make them look better.
About the fruit, I can think of 1 thing that would be better but I don't know if you would like it. Anyhow what I would do is to keep the basket but not the fruit, and instead I would place a NEC lantern there (not the NEC lanterns used on walls but the one without all that extra stuff) this might also give some neat lighting effects :)
Hey dude, just some quick comments :
- I've been able to get rid of the black spots on the red bricks. So that material is less repetitive.
- I remove the 2 fruit basket in the building lower floor & add some custom particle effect. After you mention me the fire particle on Epic, I manage to obtain what I wanted :D
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I also like the flare whatever I should call it stuff :P But I think maybe you should either make the mushroom a bit glowing, also maybe make the spawned flares smaller and like twice as many spawning.
Going to get some sleep now :)
-- Edited by Thrallala on Sunday 15th of November 2009 06:29:32 AM
So you like the brick after all, it's good then :D
But about the lighting, any suggestion ?
For the flare, there is many more but since it's static you can't see. In fact it's at least twice as more. I put smaller emitter at the bottom & another one a bit bigger a bit higher so it's very nice but with a static pic... you can't see that.
Damn you post at 6:29 AM !!!
Good night mate & thx for the suggestion :)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Hopefully, the RC1 will be much more pleasing to play, well, I hope so ;)
This is what as been done so far :
- Fix player being stuck on the rock below the helmet. - Fix player being blocked if your moving along the wall near the Bio base & going forward the tights pad. - Fix player being blocked if your moving along the big wall beside the Bio. - Fix a flickering mesh in the building in front of the Sniper. - Adjust collisions on a lot of assets (light fixtures, trees, etc) & make blocking volume if necessary. - Enhance blocking volume on all trees. - Redone all the lighting. - Add light fixtures, trims & others small stuff all around the map (still not finished...). - Add 2 reverbvolume, 1 in the udamage pool & 1 in the waterfall near the Bio to add a nice subtle underwater touch. - Player can fall in the waterfall near the Bio but you will get damaged & die after few secs in the waterfall bottom. The waterfall spot is also better looking. - There is spots where players may want to go outside the play area, since a lot had ask me to not to block them & let them choose to go outside or not, well I ear you... if you go out the play area, you will get damaged & die with a nice effect that is like a 'sunburn' (THX my Lord for the idea). Bottom line, stay in the play area ;) - Finish the floors at all the way the Bio & Shock weapon. - Add a damaged windows on the upper level between the Link & Sniper. - The grass as been changed for a slightly more yellowish color & is less bright. - Remove the 2 fruit basket in the building lower floor & add some custom particle effect. - The sun size as increase by 10% & the sun flare as been adjust accordingly.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
There is something that annoy me about this building, it's the lowest floor where you see the black windows trim.
I'm out of imagination & it's the thing that slow me down to release RC1. I'm open to any suggestion if you have some. Some kind of pattern to guide me because it's the lower part that I don't like, it's to much "naked" & need more shape & contrast.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Maybe you could change it's material to a more dark brown color? Might blend in better with the brick walls. The 2 light meshes @ top right of the picture looks great, really good meshwork there Steve!
My emitter is working great in the editor but do not shows ingame ???
I check all settings & done several test without correcting the situation. All setttings in the emitter properties, in the generic browser seem s fine & I have every visuals settings to max ingame.
Any clues ?
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I just found kickass wood textures but I need to rotate the texture & I didn't succed yet while playing with the rotator & panner expression, I also check on hourence site.
Any hint ?
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
no idea i did it while opening the material and adding a rotator....why dont it work for u?
for the emitter no idea but i had exactly same problem on a smoke emitter on morpheus3....all was fine under the ed and nothing in game....more funny is that terror force did a video of the map and on his video the smoke appear.....