I agree with that. Oh and didnt you once tell me grass should not come out of stone like that...LOL Very nice mate. I often looked at that set of assets and wondered what could be done... now i know
Well, I don't remember had tell you that grass shouldn't come out of stone ? Bah... this is grass on "viagra" so... I present you Stevie's super boosted grass LOL
Seriously, the thing you don't see is that in those 3 big colunms, in the mid-height, there is like a small garden with plants :)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
looks nice ...but to be totally honnest i dont like the look of that kind of foliage(vegetation) it always looks too flat from one side....and from that angle it looks flat :p nice lighting though ;)
I manage to lit the map the way I like it with only 2 directional lights & few spotlights.
BUT
There is a room I don't want to be affected by those 2 directional lights. I was thinking to assign only one lighting channel on those bsp / mesh but the problem is that you see the mesh at the exterior of the room ?!
Is there a solution for this like using a PPvolume ?
THX in advance folks :)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Maybe use a standard pointlight near the enterance of the room that has the same colour and brightness of the directional lights. Set the mesh and light to use a custom lighting channel. (if that's possible) Other than that I have noidea.
Another issue is that I have a part of the terrain in that room so even by playing with the lighting channels, I don't think I can lit only this part of the terrain in a certain way ?
I notice that a lighting volume exist in the volumes available, any hint on that ?
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
For your lighting, you can place BSP between the room and the dir lights, use the remove surface material and make it bHidden. That will stop the light entering the room.
OOPS. I guess you cant do that any more. OK. You can use the UN simple meshes cube the same way and set it to bHidden and no collision. That will work the same.
looks good mate; colored and eyecandy(the water especially)....but honnestly thoses flat vegetal meshes......lol.....yeah yeah i repeat myself...probably time for another pills wave :p
Had some playtime with my son against 4 bots on the beta. Quite a lotta fun and a total bloodbath with 6 combatants.
Map flowed quite nicely, looked great and item placement felt good to me! Bots seemed to use the map quite well with no issues found! :) My son definately had quite a good time on this map
Issues/comments: Some of those holes need to be plugged so players aren't tempted to try and walk outside (like I tried often) However the area with two piers over the waterfall would be a nice place to stroll out into.
My other issue is that the map felt too bright with not enough contrast between shadowed areas and the open areas. I can see why you made it very bright but it feels almost like there's no shadows at all.
ok bro here we are; i m gonna try to be simple and honnest:
what i like:
- i want to say first that the map play like a charm and that i like the gameplay a lot ; it s a paradise for flying monkeys and from far the more fun map u have done ( i mean the one with the more interresting gameplay & action flow imo)
-the background mountains is pure kick arse and one of the best i ve seen so far....superb
-the little cascads and the waterhole are visually superb too
-the sounds are nice even if i was expecting something more scaring to fit to the history of the place ;)
what i dislike:
-i though u was going to keep the texturing more simple and in some parts i found it confuse; too much materials and not according or with weird result
-ur general lighting is very odd in some parts of the map; it dont cast right shadows and gives light in parts that havent light sources
-not enough contrasts in "general" and everywhere
-in such a place i was expecting some nice raylights...haha ;)
-all around the map they are several "holes" or windows that need something to materialize the blocking volumes; i feeled frustrated many times while trying to jump and while broking my nose on invisible walls haha...biatch! they are flying monkey bones all around yer map :p
here are some picts to illustrate my words:
here u have materialise the blocking volume but it s a bit light and when u have the feeling to be abble to go through...but u cant
here i tryed and failed to jump out..invis BV
here under those staircase theres no shadows and it s too enlighted
here i m stuck on the rock
thoses corners need darkness & contrast
invis BV in "1" and odd view/part/texture on "2"
the lanterns seems to not cast any light(1) and that texture is too enlighted ; no logical light source
another invis BV
it look like some light was coming from the ground on "1" and too enlighted in "2" , need contrast from the lighting and not from diff material use imo
the rock look too enlighted and in 2 there to much differents materials imo;
the part 2 looks very heavy and it need a pillar to support all that in "1" or it cant still standing ; in "3" too much light
all in all i like the map and u did a good job mate like always
-- Edited by Bl!tz on Sunday 8th of November 2009 12:17:32 AM
lol i just have read micks post and i see that we agree on several points i dont delete the points that have been mentionned by mick so srry for some double pointing ;)
I know it his tempted to go outside the play area, I wanted to add something nice outside the play area just to look at. Since there isn't any assets that can fit with my theme I just put something that fit without blocking the view to much to permit you to see outside. I already try some fences, pillars & such to "retain" the player but it wan't looking right. So yes, the play area is the same as alpha 3, you have a bonus to look at a pleasing environnement but nothing more. I have 2 choice :
1, Put something that doesn't fit, but you won't try to go outside. 2, Leave the walls open so your view isn't block by something but you can be tempted to go there.
I don't intent to block the view by adding walls & such, I already consider it but I prefer to leave them open, sorry.
About lighting, it's normal you don't have shadows everywhere. It's day time so it is supposed to be bright everywhere except if there is something blocking according the main sun. The light you pointed out in pic 8 is at the opposite as the sun. it won't be logical they cast shadows since the light at there opposite is 2.5 times brigther. I know some spot (like corners you mention are lit as even as the rest of the room) but I can't lit that room properly anyway. My first choice is to make it look almost dark but with the curren lighting setup, it's over my knowledge to accomplish.
I want to use different textures for rocks, it is very common tu see multiple rock textures side by side, you should come to Canada lol :p Some of them are bright, I agreed on that (like the waterfall in behind the damaged wall) but I don't attemp to make a Tom Clancy's novell neither with "realistic" lighting lol
The theme is clean, ray light aren't suitable in this type of clean place mate or else I will have 9999 lightcone lol
I'm surprise you where stuck near the helmet, I never got stuck around there in all matches ???
The odd lighting you point out in the pic where is the middle health is caused by the mesh itself. I even add some "simple mesh cube" behind the mesh walls to stop the light coming from the directional light to passing trough. They all do that odd lighting on there corners / sides. It's damn annoying. Don't think I can do much about it :(
One of the thing I have to work on is the building in your last pic. I don't like the tiling. I already thought of adding a pillar under it on the corner but it brake the flow so I didn't add one.
I'll work on some aspects you mention mate. I don't reject what you pointed out.
THX again Éric :D
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
for been stuck on the rock u just have to try to double jump on it where i m stuck...it s immediate i verify and pasted my butt 3 times on it ;) i forgot to mention that i wasnt confortable to collect the helmett
"About lighting, it's normal you don't have shadows everywhere. It's day time so it is supposed to be bright everywhere except if there is something blocking according the main sun. The light you pointed out in pic 8 is at the opposite as the sun. it won't be logical they cast shadows since the light at there opposite is 2.5 times brigther. I know some spot (like corners you mention are lit as even as the rest of the room) but I can't lit that room properly anyway. My first choice is to make it look almost dark but with the curren lighting setup, it's over my knowledge to accomplish."
i dont agree with you here , if a powerfull sun enlight a ruin like this one it casts lot of shadows in the parts that arent directly enlighted by the sun; thats the more natural contrast that u can have: sun/no sun....morepowerfull is the light source more powerfull are the contrasts and the shadows.... why the inside is enlighted is because of reverberation of the sunlight on clear materials but that light is less powerfull than the sun light and it radius is insignifiant compared to the direct sun rays...imho
bout the lighting it look like if u use a skylight set on a too high value depending if u use dark materials in dark environment(like in nano) or like here on white or clear material in enlighted environments with a powerfull light source(sun) u must have to be very light on skylight
dunno how u have built the lighting just for the fun u can try to set a light point with a radius that cover all the map(at the plce where is supposed to be the sun on 2 or 3 value and a very light skylight (under0.35)
all that imho of course; personnal feeling :p
-- Edited by Bl!tz on Sunday 8th of November 2009 01:40:40 AM
Oups... Sorry Lord, I didn't see you already post before blitz !
Damn blitz take all the place here lol
Well, as for lighting, I already explain what is all about in my previous post. The upper part has awesome shadows since the light pass through the windows. But since the lower walls aren't open, I just can't get shadows except from the various light fixture. Still there is some shadows but since you have moist on the bricks & some vines, you don't see them clearly.
I know some exterior spots would be cool to go but that would implies I change the flow of the map, which I don't want to do. I already consider adding another powerup where the tree block the entrance & other spots but I don't want to work to much on that map.
THX for checking it yout m8 :D
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Yeah, I already lower the brightness of the directional light. It's not to high (only 2.5) but mixed with the world info scene effect, it look brighter indeed.
To collect the helmet, you have 2 choices,
1- Collect it from above 2- Do a jump lift.
For a monkey like you, it supposed to be a piece of cake mate :p I do it all the time (jumplift) :D You must work a bit to collect this little goodie dude ;) Can you tell me why the hell your jumping on a rock that is 2 times higher than your character instead of jumplift or just collect it from above ??? Your impossible mate !
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
The good ol static mesh lighting issues. I prefer BSP as the lightmaps are a lot better than static meshes. Meshes just don't seem to get it quite right in my opinion. Some things in your map could be replaced with BSP geometery however it would take quite a lot of time to do this, and I wonder if it's worth the time to get cleaner shadows, if ya know what I mean. One thought is raise your directional light and see if it helps.
Well, it depend of the mesh. On Station12 & Nano, I use more some HU / LT mesh. But for Aly, it's 90% Necris mesh so the mesh I use where all new to me, while they support 128 lightmaps, they can have great shadows but on the other hand, some others surface receive light which is not supposed to :(
As you can see, all the black meshe are supposed to block the light to going trough the walls...
-- Edited by stevelois on Sunday 8th of November 2009 02:10:17 AM
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
For a monkey like you, it supposed to be a piece of cake mate :p I do it all the time (jumplift) :D You must work a bit to collect this little goodie dude ;) Can you tell me why the hell your jumping on a rock that is 2 times higher than your character instead of jumplift or just collect it from above ??? Your impossible mate !
do u expect from a flying monkey to use a lift to collect a helmet on that ridiculus stone?? SHAME!
i firstly wanted to shut up because i post too much again.... but i cant resit to tell you my ideas so:
why dont u replace all thoses blocking volumes by killz volumes ? noone will complain to die because he did a wrong landing after jumping through a window
everyone will probably try it but one time only haha^^ actually i m abble to walldodge those BV and it s unfair to thoses dumb bots and more than all it looks wrong!
and if u dont want people to see the outside of the map or if u want to keep it secret just add a powerfull PP volume on each killZ one....
....now i stop; i often feel ridiculus/ashamed while betatesting all thoses maps(especially when i post my "results" & ideas to you all); i m newbie in mapping and i m impressed by all your work but i thing the best way to learn is the betatesting and to keep it efficient i have to put that "ridiculus/ashamed" feeling in my pants and to post..with a special effort to try to not looking arrogant in english..not always easy haha
so if some of my ideas dont make sence just tell it or just dodge the post :p
...all thoses maps just push me to think & post and think & post again ; that s perhaps the real game in unreal tournament ....who know? ;)
-- Edited by Bl!tz on Sunday 8th of November 2009 04:35:42 PM
Bl!tz wrote:do u expect from a flying monkey to use a lift to collect a helmet on that ridiculus stone?? SHAME!
i firstly wanted to shut up because i post too much again.... but i cant resit to tell you my ideas so:
why dont u replace all thoses blocking volumes by killz volumes ? noone will complain to die because he did a wrong landing after jumping through a window
everyone will probably try it but one time only haha^^ actually i m abble to walldodge those BV and it s unfair to thoses dumb bots and more than all it looks wrong!
and if u dont want people to see the outside of the map or if u want to keep it secret just add a powerfull PP volume on each killZ one....
....now i stop; i often feel ridiculus/ashamed while betatesting all thoses maps(especially when i post my "results" & ideas to you all); i m newbie in mapping and i m impressed by all your work but i thing the best way to learn is the betatesting and to keep it efficient i have to put that "ridiculus/ashamed" feeling in my pants and to post..with a special effort to try to not looking arrogant in english..not always easy haha
so if some of my ideas dont make sence just tell it or just dodge the post :p
...all thoses maps just push me to think & post and think & post again ; that s perhaps the real game in unreal tournament ....who know? ;)
Mate, your post is leave me to think your deceive or that your message did't pass. I don't know why you feel like that but in any case you shouldn't & I do appreciate your honesty. There is no reason not to comments on stuff that you feel is wrong, this is why betatesting exist. Your message is clear and is not arrogant in any way. I'm neutral when I comments back from your post & I was only teasing you mate while saying your impossible :p (PS: it's not the first time I say that & won't be the last neither lol) Your among the best tester I know, so continue to post honest comments mate, it is veeeeeeeeeeeeeeeeeeery useful
Regardless of your player skills, players don't see all possible ways. I just inform you of the possibilities. Nothing more mate.
As for the wall dodge, I can't do that, I'm not the monkey here so I don't have this knowledge, even less to block or enhance the player experience by adding according BV.
Thje kill volume is a good idea, I have no idea how to do that even if I see it often in many maps. In practical that would implies I add stuff at the exterior of the building to hide the exterior walls & such. That means more mesh, bigger file size, lower FPS... But since the FPS isn't low, I'm willing to try it out, just explain to me how to do that.
Cheers mate
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
nonono... no sad feeling or like that haha....i know u have sometimes same feeling; u want to tell lot of ideas on one side but not to influence on the other ; to tell what u feel wrong but not to hurt others sensibilities; to share ur ideas but not to talk too much....haha...np with yer post mate i just realised that i was posting looooooong posts and i dont want to bore you and others with unusefull posts ; if u tell that it help ...np... i ll be unstoppable soon....rofl
thx for sweet words steve and np with the teasing kidding thing ...i m not the last to use that...lol^^
for the KillZvolumes it s really easy u add it same way as a PP or blocking volume ; and u just have to set the damage/sec if i m not wrong (and the damage type: crushed or teleported and that kind of things)
than u have two choices imo;
-u add it at the window limit(on the limit inside/outside) with a weird instant death effect (especially if u try to stand on the bottom part of the window
-or u add outside just under the holes (1 or 2 meters lower)so the player jump in the pp volume and die some seconds after while falling
the pp volume ; just build a PPcube that u paste "around" the window outside the structure so each time a player want to watch outside he ll have the pp active
i m not really skilled in volumes but i hope this can help a littleand that someone will correct me if i m wrong on something ;)
-- Edited by Bl!tz on Sunday 8th of November 2009 07:13:43 PM
Make the outdoor areas accessible but kill the players as suggested. One way to keep it real (in unreal ) is think of it as a killer sunburn. Use 2 volumes, one is the killz volume giving continous damage and the other is a PP volume that makes the screen get brighter and brighter over a short amount of time.
This way it'll keep to the theme of being in a bright setting but also adds the extra element of gameplay in that you could push someone out of the map to their death.
Now if that's not a good idea I'm a (flying) monkies uncle!