The first pic is to show my own custom water / water shore material. I'm planning to add a bit of mountains at the horizon but just a bit, not all around the map as I did in Aly.
The second pic show the lowest level finished (that spot only).
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I delete some neons because I think there was to much of them. Now, you can see the differences between the last week & atm. Note that the dark spots are lighted yet.
Old :
Most recent :
Dunno, the scene look busy......... what do you think folks ?
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
looks really good...i m not really abble to say if it look better or not though...:p u have a lot of light sources (lamps and neons); looks kinda irreal for an industrial place to have so many lights and so many different models on such a small area; like if the place was build by an industrial artist...haha...the cathedral factory style is born ;)
They look good to me. The only thing is if you like the darker atmosphere then you should remove some lights. It looks like it should be a lot brighter. If you see what i mean.
Edit. The generator room makes sense with only a few lights it should be a little dark. The other room should be lit up like a christmas tree...LOL
-- Edited by Diesalot on Friday 2nd of April 2010 03:44:58 PM
At least you like the pics so that's a good thing.
For lighting, I didn't add ambient lights in the room, only lighted the light source. Hopefully, the amount of lights (lamps & neons) will stand out less in the scene when the surrounding get brighter
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I've been working on another new route to get to the flag base since last week. This route only include the bio + 1 ammo (for gameplay reason) in the middle of the tunnel.
This is the entrance from the red base (there is an out of order elevator when your looking forward) :
This is the middle where you collect the pickups
This is the end when looking into the tunnel :
I've done the meshing & lighting. I want to keep it simple but I'll may add some pipes. What do you think ?
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Hey elder uncle. I often use a translucent type cloudy material for that. I think i got the idea from the original Face that came with UT3. Pretty easy to make your own and very effective.
Plus since its an MIC its easy to scale for your needs.
I've done the meshing & lighting. I want to keep it simple but I'll may add some pipes. What do you think ?
Are you feeling ok there steve?
From what I can tell, it looks fine. It's hard to go wrong with pipes though. If you add pipes in the small tunnel just up ahead, it might crowd that area too much?
I made a lot of progress but there is many things left to be done. I'm not even half the way before an dwn version.
I know what you mean. I'm probably about halfway done with Medicus and what I have done looks great imo but there is so much to be done I wonder if I will ever finish 0_0
So far I love all of your pics. I don't mind the use of red in many pics or the darkness. Honestly it's hard to tell a lot from a pic but if the map ends up looking as nice as those pics we are in for a treat.
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"There is a fine line between Sanity and Insanity. Luckily I have White-Out."
THX Rath & indeed the map look better than the pics since you loose some definitions in the jpeg compression & you can't feel anything neither since there is no moving parts, sounds, etc.
I planned to do all the red side & then copy / paste the rest for the blue side after. So until then, I can publish only pics regarding the red side :p
-- Edited by stevelois on Monday 3rd of May 2010 03:13:18 AM
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I'm also planning on just copying and pasting my map but I'm not 100% sure how it would work. I assume I would need to first copy/paste the bsp, then Static meshes, and then anything left over. I figure if I do it all at once the editor will just crash. I've never tried it so I can't be certain but I'll see how it goes.
Good luck with your map, though. So far it looks like a winner
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"There is a fine line between Sanity and Insanity. Luckily I have White-Out."
It should be no problem to copy/paste everything, including lights, bsp and static meshes. But if your computer is kinda weak, it will take ages if there is lots of stuff to copy :P
Well perhaps copy / paste will probably work for me now.
I haven't been on the forum much lately because I have been out working on my computer. I bought some used stuff incredibly cheap and now my pc is da bomb. Just not quite as good as Lord's, his is the real bomb.
For only 400 US dollers I got an i7 720 and 2 ati 4870s. For the first time I can play at max settings full 1920 x 1200 and have most things run around 60 fps. I'm so happy. But I assume that will make copy / paste easier.
@Steve: I hope your next vid comes soon. I'm curious to see your map is stunning 3D
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"There is a fine line between Sanity and Insanity. Luckily I have White-Out."
For only 400 US dollers I got an i7 720 and 2 ati 4870s. For the first time I can play at max settings full 1920 x 1200 and have most things run around 60 fps. I'm so happy. But I assume that will make copy / paste easier.
Good deal you got Rath, now you can truly enjoy all the best maps out there :D
The vid isn't good for showing the since it downgrade the results to 800 by something I don't remember & it's very much pixelized but at least you'll have a better idea of what as been done already.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
+1! Looking really good M8! You've done some smart mixing of meshes to get great looking architecture! Waterfall area at the beginning looks bloody good as well IMO! Looking for to tha beta when it comes out!
I pass some spots a bit fast or else the vid would be to long.
Don't worry about the checkerboard material, it's juste that I didn't start to work on those surfaces yet nor the meshing
Some rooms like the shock is unfinished & some spots near the Enforcer neither.
& indeed, bots are using all paths (on foot & with the translocator), they even score more than the red sometime even if they have a lot of disadvantage. Brief they kick my ass LOL
I spectate bots fights a lot & play a lot so I'm always refine this & that to obtain the best experience possible.
Only thing I can add is that Nano was a lonnnnnnnnnnnng map to build, Citius is even more complex & will really use all my best mapper knowledge I have ATM.
At least, I learn a lot from Nano & Aly & it's helping me greatly now
THX all
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I like the blue better, but wonder if the orangish one would be better for the map since you have a lot of water around the map (which is also bluish).