Been working on this new CTF since I release DM-Mariane. I'm aiming to build a simple level using a clean-techy-industrial theme which I'me pretty satisfied from my WIP. I use stock meshes but with 100% customs materials (from Crazy and Nobiax textures). November pics, very close to the final look & feel
Main room :
Underwater, belt spot in the main room :
Underwater, alternate corridor :
Red base, entrance :
-- Edited by stevelois on Wednesday 2nd of January 2013 07:40:55 PM
In fact, it's a UT2004 level which I remade the layout & put the same pickups at the same place.
Still the theme, style, meshing, all the rest is completely different from the UT2004 (same thing as my DM-Amissa which is inspired from DM-Albatros) :D I try to make something different, as always hihi :)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Very nice! Dunno what ya DOF settings are but I really like'em M8! The rounded corridor is a very nice distraction from the hard edges of most UT3 maps!
PP is mostly the same as DM-Aly, the underwater part. I just tweaked the settings a tad. It's great to have previous maps so you don't need to redo every thing from scratch
Therefore, many parts of the map are "squarish". But many things can change since meshing hasn't been started yet on the upper level. Dunno what I'll end up with tbh Time will tell...
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I have the habbit of giving full credits to the source, so you can be sure your texture will be included in the credits when the readme will be release (look at Citius per example) ;)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
You never play reverse 1on1 CTF ??? It play nicely with 2on2 too :D
I did some noticable progress on the flag room this w-e & add many more materials using a new bunch of textures. Since I'm to limited with the stock assets, I'll rely more on BSP than meshes to obtain my goal. Will upload pics tonight :)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Love the upper level. It doesnt have the hint of green in the lighting, which is not to say the green is a bad look but it does look like a clean and sterile environment. A lot like UT2004. Nice work, I look forward to the finished map.
You misunderstood me. That is a static mesh package from UT2004, some of its meshes are lit like those pipes in your third screenshot in your post above, that's why it reminded me of it. Added a certain UT2004 touch to your map.
PS: My bad, it's called HumanoidHardware.usx lol.
-- Edited by Sly. on Thursday 18th of October 2012 04:13:40 PM
Indeed, the upper level look very clean for the moment. It will look much better & will have a tad of green light. The lower level is under water so that is why the walls use a less cleaner material (look less sterile) & also have a greenish lighting to accomodate better the blueish fog.
@Sly.
Dunno about the HumanHardware package ? In fact I use nothing from the stock package except Liandri building2 package & the pipe package :)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
You misunderstood me. That is a static mesh package from UT2004, some of its meshes are lit like those pipes in your third screenshot in your post above, that's why it reminded me of it. Added a certain UT2004 touch to your map.
PS: My bad, it's called HumanoidHardware.usx lol.
Ah, ok, I understand now
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
After many playtest it's a blast on 1on1 but also on 2on2. So since it's not a 1on1 mandatory level to have fun, it's now change from CTF-1on1-Misery to CTF-Mako :)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
This will be the map banner name I'll use with decals (the black area will be invisible).
I've made significant progress this w-e on the flag room. The learning of the builder brush in DM-Amyrade serve me well in this map which will be made mainly with BSP.
I use the stock pipes & few other stock meshes for deco but to obtain my goal, I'll rely more on BSP. I've already made more than 50 materials to make the map look industrial/clean/techy but not busy visually.
So in this map, I extent my use of the builder brush (less brush but with prettier shape) & also learn & put good use of MIC which is also better. Map filesize will be smaller that way (it's one of the way to optimize a level).
In all, it's pretty good for my personal knowledge
I agree with Achernar, you can also try to change the font, sometime some font are better in hight res, but not sure font in general way are created for Hight res. The other way is to create your logo with BSP instead, as I do in DM-Aero or in DM-BloodSport, for me it's the better way to put "text" in a map.
-- Edited by NOVA on Friday 26th of October 2012 12:17:06 AM
PS: Kami released a few years ago a DM-Mako for UT2004, did you know it?
THX
Yep, I have the UT2004 map (didn't remember it was made by Kami). Still, this one as nothing to do with the older one. I was inspired by one of my favourite UT2004 CTF-1on1 map for the layout & some pickup placement but that's about it. Everything else is Stevie's vision
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Does anyone know how to fix "the ugly stair effect". I want to obtain straight lines (in blue). The texture itself as straight line but ingame I saw those crappy stairs lines. Note: I already use the UI parameter for LOD which is the best I can possibly use. Any other pointer would be helpful.
Smart move to move on and come back to it later, i've been doing alot of that as well which really helps production and is much better than grinding the wheels for too long on something that isn't flowing well.
I'm excited about this map; small action fight maps are a blast in UT3 - did you say its going to be reverse flags? (if so great!)
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#uck the laser pointer .. I use a stinger mini-gun .......
I think it's an alpha problem Steve...first, you have to make a proper alpha in photoshop to keep the blue line at the final stage in the decal..after that if there's still a crappy stair effect, you will be able to put a blur on it or increase the texture size (you have the choice) and it will be fine...hope i am clear
Yeah, when I'm stuck on something, I continue to work on other aspect or else it doesn't go forward. It is reverse CTF indeed, a small map, maybe a bit bigger than AndAction! You've made but not by much. I'm also relying on BSP for most of the map so adding deco isn't easy, it take me some time to design appealing shapes. The good news is that, dev is going relatively fast héhé.
@Raziel31
THX for the help. I do not use any apps for editing, I do not have PS or equivalent knowledge in photo apps. In fact the Mako texture is 512 x 256. I thought to make it in 1024 x 512 at first but I thought it was to big for nothing & then reduce it to 512 x 256. It get this stair effect in the material editor only because the texture itself is very clean (sharp lines) when I import it into the map.
Maybe I'll remake it in higher rez if it's the only way or there is a trick I can use directly in the material editor ??? I understand a bit what your suggesting but since my apps knowledge is limited, I can't make happen in the material editor yet.
THX for the help!
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Maybe I'll remake it in higher rez if it's the only way ...
I've just understood that the blue lines was made by you in paint to point the problem ( i really need to sleep ! lol!)....never mind...and yes, remake it in higher rez and it will be better yep ;) Not trick here :)
Yeah, when I'm stuck on something, I continue to work on other aspect or else it doesn't go forward. It is reverse CTF indeed, a small map, maybe a bit bigger than AndAction! You've made but not by much. I'm also relying on BSP for most of the map so adding deco isn't easy, it take me some time to design appealing shapes. The good news is that, dev is going relatively fast héhé.
Aight .. good deal then' - we need a few more action maps, I still play with real players on my lan sometimes 3 of us vs bots, sometimes 5 vs bots. These tight fast action play maps are a rush and some of the most fun for us believe it or not. Reverse = even more action.
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#uck the laser pointer .. I use a stinger mini-gun .......
So, since my last post, I've made lot's of progress which as turn to look very nice & I'm happy with the result so far but some things need to be done to make it look the way I want for the final. So, as an archive this is how the blue flag room was looking like :
24 oct. (rough BSP / early lighting / very early meshing)
Nov. (almost finished BSP / lighting mostly done / finished meshing / Bio weapon added + other pickup changes / flag base position moved with added geometry)
I'm happy you like the result & the good news is that it look actually better than the pic since I add more geometry + lens flare + awesome shadows, etc
My goal with this map, like in UT2004, is to build the more I can with BSP with a minimum of meshes which are mostly pipes & curved walls used in the lower level
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.