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| Unreal Tournament 2004 : General UT2k4 Discussion : Hey, this looks cool! |
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OutlawSkot33  |
Posted 5th Dec 2005 5:24am |
Post 814 / 1292
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| Quoting REDFROG | Frank: Watch the videos! Watch the videos!
Mapping in UnrealEd3 isn't that hard. It is different to RED, I'd say.
Modern game levels aren't built of brushes in that way anymore.
Of course, you will still need them to substract and add space like you do in RED. But then, most structures are made of Static meshes. They are way easier to handle, and it is almost impossible to texture anything with unrealed. Mostly brushes have textures that can be tiled, so theres no need to do exact unwrapping (it is possible, but takes more time than doing it in RED, or even 3dsmax)
I just mentioned the biggest problem...3dsmax. If you don't have it, you must stick to the default static meshes, it is not that bad, but its hard to find the right meshes, and you can't easily create unique stuff.
I've been working on a Onslaught map (RFKitchen) for about a year. (actually..I did more breaks than work )
The last week I have tweaked a lot of things, learned a lot and optimized it because I'm focussing to release it soon. It is one of my favorite ONS maps...I'm not trying to advertise it by saying this 
I don't have many custom maps, but that one makes the fighting much more friendly, and its different to fight in a large room. I'm fed up with all these terrain levels no matter how they look...basically it is always the same gameplay in them. (I haven't downloaded many ONS maps! There might be good ones! But I never seen anything playble for all time.)
It is so cool to create many custom meshes, put them in the map without taking care of the framerate. (of course I do, but I'm used to create maps with less detail)
Plus there are many possibilties in UT2004 like creating a new weapon just for one level, and it will not mess up other levels or the game. Files like this will only get loaded when the map runs..
RedFactions vpp management is a pain... |
Not true really when it comes to meshes and brushes. My maps hardly use static meshes. they are usually 85% BSP. I prefere BSP over static meshes. Especially since in UED, BSP, you can do anything with BSP and dont require any third party program. Static Meshes, you must have a third party program such as Max, Maya and Lightwave in order to make them |
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| Predalienator_ |
Posted 5th Dec 2005 6:23am |
L4Y Member Post 527 / 1532
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| Quoting REDFROG | Frank: Watch the videos! Watch the videos!
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What kind of videos?
Tutorials or............ |
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| AmonUilos |
Posted 7th Dec 2005 10:55pm |  |
L4Y Member Post 94 / 505
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| Quoting Predalienator_ | | Quoting REDFROG | Frank: Watch the videos! Watch the videos!
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What kind of videos?
Tutorials or............ |
Pred.........
I can't even think of a way to respond to that remark....
Wait, I've got it!
Here it is: |
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| RED-FROG |
Posted 9th Dec 2005 4:34am |  |
L4Y Resident Post 747 / 5258
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OutlawSkot: Yes, I didn't want to say that it's totally impossible to create levels from BSP, but I find it harder than doing it in RED because scaling brushes to proper sizes takes much longer than just using the stretch dialogue in RED. Also vertex selections take much longer, and you have to move them very carefully. Sometimes when I moved a few vertecies around, UnrealEd created leaks (or holes) in the map, but the vertecies didn't even touch anything. So I had the feeling UnrealED isnt very "BSP friendly".
It is unbelieveable what happens when you hit the "hide static meshes" button in the map. The whole look is done of static meshes.
I also think that static meshes being rendered much faster in UT, and BSP have a limit as in RF?
I don't want to act like the know everythin better guy...I know you know the game A LOT better than I do. Using static meshes is like building with LEGO, even a child can do it (but not creating them..)
So you've made that Halo level out of BSPs? That sounds like it was difficult to do.
By the way... I have made a new vehicle for the map "RFKitchen" - a Thunderbird. (new model and settings(a bit from the Raptor) modified)
I'm not sure if it'll work online..I'll have to test it on the LAN.
It fires "little" faster, it flights slower and has more amor. I thought it'd make the fighting more interesting, adds some king of the power node gameplay. |
| ¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤ |
Modified Dec 9th, 04:40am by RED-FROG |
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OutlawSkot33  |
Posted 9th Dec 2005 5:16am |
Post 822 / 1292
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YOu might find UED BSP harder because it is the newest one and you probably havnt used the previous ones. Your getting that problem with the vertices because the plane is getting warped. When you move vertices, you have to make sure that they stay in line and keep that face flat. If that face becomes deformed, you will have problems. EX: Cube brush has 6 square faces which have 4 sides to each face. Well if the face becomes distorted because of vertices not aligned properly, you will get holes because of it.
Static Meshes do render quicker and easier, but imo, BSP is always better than static meshes, but thats me, Ive been working since the days of Unreal 1 and UT1 when it was all BSP.
No, there is no limit to the amount of BSP you can put into a Unreal map, UT map, UT2k3/4 map.
That Halo map is 90% BSP. Though not hand done BSP. I extracted the Map static mesh (the BSP in Halo and Halo2 is really static meshes) from HaloPC, imported it into 3DS Max, sized it and fixed the normals, exported them in .ase, imported them into UED, placed them correctly, converted them all to nonsolid brushes (rendring and framerate reasons), created collision meshes (to prevent players and other object from going through the walls), textured everything by hand. |
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| RED-FROG |
Posted 10th Dec 2005 6:46am |  |
L4Y Resident Post 751 / 5258
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WICKEDA!! Where can I download those skins?! |
| ¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤ |
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NoClanFrank  |
Posted 10th Dec 2005 8:38am |  |
Post 1835 / 5840
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| Quoting REDFROG | | WICKEDA!! Where can I download those skins?! |
Ditto! That is the shiznack. I wouldn't mind the honor of using it. |
| >Click Here< If You Don't Have a Social Life :/ |
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| BigJim |
Posted 10th Dec 2005 6:23pm |
Welcome! Post 3 / 4
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Cheers again Duke 
Wow, I've never had a Shiznack before, I hope I can keep it inthe house (you know, a Shiznack is for life, not just for christmas, etc.. ).
These really aren't anything incredibly special, I've only been doing a bit of photoshopping on the original skins, but thanks for the kind words. I've since gone over the Benders' & Scorpions' skins again, to add a few more details, make the wheels look a bit more 3D, balance the blue & red colours so that all the vehicles use the same tones of red & blue, etc..
The layout, nearly all the detail & gameplay is present in Defcon, I just need to tidy up some areas where players can use certain exploits (pooping the camera up above the ceiling, hiding behind/inside meshes, etc..
Ps: I'm another one that prefers BSP over meshes. Now, I know all the benefits of using meshes, & I really appreciate the detail that you an get with a mesh, but for the ease of use & convenience of being able to edit it as you go, I prefer BSP.
I admit I'm hardly proficient with maya (next to do after this map), so I may be just a tad biased. |
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NoClanFrank  |
Posted 11th Dec 2005 2:24pm |  |
Post 1838 / 5840
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| Quoting Duke | No problems BigJim.
You keep updating at Atari Community, I'll pass that onto here. |
Do you have the link for the Atari forum where it's located, it's a pain looking for thread there, well sometimes. |
| >Click Here< If You Don't Have a Social Life :/ |
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| Molodiets |
Posted 11th Dec 2005 2:27pm |
L4Y Member Post 865 / 2687
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NoClanFrank  |
Posted 11th Dec 2005 2:31pm |  |
Post 1840 / 5840
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Way in the first page....way AT THE BOTTOM WHERE I NEVER READ IT.
Oops hit the cap locks but too lazy to retype that. |
| >Click Here< If You Don't Have a Social Life :/ |
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| RED-FROG |
Posted 12th Dec 2005 4:05am |  |
L4Y Resident Post 755 / 5258
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A shiz.. what? |
| ¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤ |
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