Screenshots for fun

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EvilGrins
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Re: Screenshots for fun

Post by EvilGrins » Fri Jun 29, 2012 7:17 pm

I believe I can fly...
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...I believe I can touch the sky!
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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EvilGrins
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Re: Screenshots for fun

Post by EvilGrins » Thu Jul 05, 2012 6:58 am

Happy 4th of July!

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You celebrate your way, I'll celebrate mine.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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AliveTillFragged
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Re: Screenshots for fun

Post by AliveTillFragged » Thu Jul 05, 2012 11:51 am

thank you, and same to you!

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EvilGrins
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Re: Screenshots for fun

Post by EvilGrins » Mon Jul 16, 2012 11:51 am

Moo.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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EvilGrins
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Re: Screenshots for fun

Post by EvilGrins » Wed Jul 18, 2012 10:25 am

UT2004's Invasion has MonsterHunt beat on so many levels:
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Not the first time I've wished that ut99 maps could be built that BIG.
Last edited by EvilGrins on Sat Jul 21, 2012 5:54 am, edited 1 time in total.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Feralidragon
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Re: Screenshots for fun

Post by Feralidragon » Wed Jul 18, 2012 11:03 am

Judging from that screenshot I can say UT1 maps can be bigger than that, but it's not advisable since UT1 doesn't have distance fog to occlude far buildings (although that can be done to an extent, even with UScript alone I believe).
But yeah, even so, with UEngine 2.x (UT2k4) is possible to build huge maps (I think the "buildable" available space is around 10x or 15x more than in UEngine1.x (UT1, Unreal, etc)), even RPG mods were built there because of that.

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Re: Screenshots for fun

Post by Creavion » Wed Jul 18, 2012 3:25 pm

UT`s buildable field has a size of 65536³.

UT2004 on the other hand: 4194304³ (I hope thats right, the whole UT1 editor field would fit 8 times in each direction)

Furthermore UT is limited with BSP nodes (65536). How ugly shall the map be at the end (extremely giant polys ... fail). Also it is already very hard to light ot giant maps in UT1, since light actors have too small max light distances.

We need to tell you because you are not a mapper at all. You can not judge the engines limitiations. The technial differences between UT1 and UT2004 are very huge.
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Re: Screenshots for fun

Post by Feralidragon » Wed Jul 18, 2012 4:00 pm

I use a huge map I built just to test nukes. The only annoying thing about that map is that it's a bit crashy (and the fault aren't the nukes, it crashes if I just spawn some bots/pawns and start to gib them, the map will eventually crash as well), but that may be because it's just too big and perhaps because I added quite some max-radius lights in there.

As far as detail goes, the "dirty" trick with UT2k4 is distance fog. If you see past the fog, depending on your machine you may lag, plus UT2k4 static meshes are stored in the graphic card RAM, not system RAM, unlike BSP and meshes in UT1 for example (the same with the rendering, UT2k4: GPU, UT1: CPU makes the hard work, then sends the leftovers to the GPU, the GPU is quite useless in the process, unless you use high-res textures), so UT2k4 is much faster rendering a 10.000+ polys model than UT1 is rendering a 1.000+ model).

Also, Waffnuffy already proved that you can build a decent looking huge map in UT1 (I guess you know his project, it looks quite good imo), and I guess it doesn't crash since he doesn't go easy with the engine. :mrgreen:

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Re: Screenshots for fun

Post by EvilGrins » Wed Jul 18, 2012 7:45 pm

Sad but true.

I still wish though!
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: Screenshots for fun

Post by EvilGrins » Sat Jul 21, 2012 6:02 am

Had a friend edit this for me...
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...sadly didn't have any blue or green LEGOs at the time.
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Re: Screenshots for fun

Post by UnrealGGecko » Sat Jul 21, 2012 6:33 am

Hey evil, could you send that map to me please? It would be an honor to train my mapping skils (which I don't have much yet) on that lego map. I might even upgrade it for you if you like :wink:

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Re: Screenshots for fun

Post by GenMoKai » Sat Jul 21, 2012 6:49 am

its just hall of the giants with a lego texture by the looks of it
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EAT THOSE FRIGGIN BANANAS !!!!!
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Re: Screenshots for fun

Post by UnrealGGecko » Sat Jul 21, 2012 7:06 am

Yeah, I know, but still... It I would add a few more details to it, like some of those legos being detached (plus my brother likes lego :D ).

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Re: Screenshots for fun

Post by EvilGrins » Sat Jul 21, 2012 8:08 pm

GenMoKai wrote:its just hall of the giants with a lego texture by the looks of it
Hall Of LEGOs, thank you very much.

There's actually about 7 different sets of textures on there, taken from a different LEGO map.
GEx wrote:Hey evil, could you send that map to me please? It would be an honor to train my mapping skils (which I don't have much yet) on that lego map. I might even upgrade it for you if you like :wink:
Sure.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: Screenshots for fun

Post by Dr.Flay » Sun Jul 22, 2012 6:55 am

Sorry for breaking the pattern, but news-flash! here is an actual fun screen-shot :shock:
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A biker should always finish in style :tu:
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