
edit: don't know about all those lights in the ground, seems overkill and a bit weird (though it is only alpha)
I have to admit that I am a sucker for fps on my maps, I always try to stick to the common performance settings.blushing_bride wrote:it will probably be fine as long as you don't expect it to run at 60fps on a low end machine. The great thing about creating assets outside of radiant is that you can use them in just about any game engine you can get your hands ong0th- wrote:besides I think it's a bit to high-poly for Q4Looks promising
hehe, I planed to reuse quite a lotKat wrote:UT3 = 'prefabs' are your bestest friends
That's looking really nice. I look forward to playing it.phantazm11 wrote:Q4 coolness
This got me to thinking...that does look really cool, and it's a shame that it might not quite work in both games, simply because of player-scale issues (and other gameplay stuff like movement/jump distance/etc.g0th- wrote:regarding using models in different games you got to be aware of the that the scale can be quite different between them. I know quake and unreal are using the same units, but unreals players are different in size from the quake players and so the scaling on everything becomes an issue
That's looking nice too. I like the generally open feel of it, and the great multi-layer/over-under stuff you have going on. Very cool looking layout, from those shots. I agree with wattro about the abundance of floor lights, especially on asymmetrical bits like in the first shot...maybe just use them on big, squarish, centerpiece sort of floors? And, yeah, it's only alpha.ShadoW_86 wrote:alpha
You can resize meshes in the ut3 editor so for q4 to ut3, just make them scale to q4 and then rescale them for ut3 if you want to use them in ut3.pjw wrote:This got me to thinking...that does look really cool, and it's a shame that it might not quite work in both games, simply because of player-scale issues (and other gameplay stuff like movement/jump distance/etc.g0th- wrote:regarding using models in different games you got to be aware of the that the scale can be quite different between them. I know quake and unreal are using the same units, but unreals players are different in size from the quake players and so the scaling on everything becomes an issue
It might be an interesting exercise (by some modeler at some point) to make a series of modular building bits with small "spacer" chunks--both on X/Y and n/Z--that would allow expansion and adjustment of the overall layout for different engines, without really changing it in any way. Unfortunately, this sort of thing would really only apply to levels that were being developed for more than one engine, which pretty much would only happen in a hobbyist environment, and in that case, the person is probably going to just say "screw it" and make something different anyway. You would also have to build with that in mind from the start, and I'm certainly not suggesting you change what you're doing.
Point? I dunno...I guess just![]()
That's good info to know; I've never messed with the UT3 editor. Thanks!g0th- wrote:You can resize meshes in the ut3 editor so for q4 to ut3, just make them scale to q4 and then rescale them for ut3 if you want to use them in ut3.
I don't know that I'd agree. It doesn't have the sheer level of detail and bells and whistles perhaps, but there's something about a slightly sparser, cleaner looking scene that I can really appreciate...sort of like a well-framed photo of a particular subject, rather than a photo of a mosh pit where you're seeing everything at once.seremtan wrote:playing crysis makes me realise how creaky the source engine has become - at least visually anyway
it's night, and i upped the brightness a little since all my night-time shots come out way too dark. probably overdid itpjw wrote:This has it, and is looking great (although, yeah, the lighting is a bit vague--is it dusk? The sky looks it, but the lack of shadows looks more like night, in which case it needs to be darker, etc. blah blah
there are actually two beach areas like this (the other is to the left of the high octagonal building with the green roof in the second shot): the second beach will have similar buildings the player will progress through (it's a loop - the players gets to the far end of the 2nd beach, finds a raised bridge, has to loop back along the beach through the shacks on the 2nd beach to reach the hut just below the octagonal building, where they switch power from the thumpers to the bridge. just one problem - antlions spawn on the beach, and the player can't return to the bridge without going back down to the beach...)As a player, I would be sad if I couldn't somehow get up into the top of that little four-story dealie right on the water.
It's still very similar to Q3 editing, and uses a modified version of Radiant. There are quite a lot of game specifics to get used to, but Infinity Ward have documentation that covers a lot of it: http://www.infinityward.com/wiki/index. ... =Main_Page. Otherwise you have a few sample maps that help, but it shouldn't be too hard to jump into from Q3 editing anyway.obsidian wrote:Hey UniKorn. Looks good, how similar is CoD4 editing to Quake 3? As I understand it, CoD4 is somewhat based off of the Quake 3 engine back when they licensed it for the first CoD.
It's pretty much the same. Think you can compare it mostly to ET mapping as far as entities is concerned. They got a few nice things like the terrain tool (already there in Cod1 as well btwobsidian wrote:Hey UniKorn. Looks good, how similar is CoD4 editing to Quake 3? As I understand it, CoD4 is somewhat based off of the Quake 3 engine back when they licensed it for the first CoD.
That looks cool.obsidian wrote:I've been experimenting with Adobe Illustrator for creating resolution independent scalable vector textures. There's something nice about not having to worry about textures being either too large or too small