Phone cab :D

Discussions about UT99
User avatar
PrinceOfFunky
Godlike
Posts: 1200
Joined: Mon Aug 31, 2015 10:31 pm

Phone cab :D

Post by PrinceOfFunky »

Heyyy all :D I'm making this phone: Image
according to this pic I found on the internet .o. : http://dysfunctionalrequirements.com/wp ... o1_400.jpg

Do you like it? :mrgreen:
Spoiler
Jk obviously, I made it according to this pic: http://www.criminalelement.com/images/s ... -bunny.jpg
Spoiler
IkIk... I trolled you but, this time, it is not a troll trust me :lol: this is the real pic: http://immagini.4ever.eu/data/download/ ... 166336.jpg
"Your stuff is known to be buggy and unfinished/not properly tested"
User avatar
UnrealGGecko
Godlike
Posts: 2904
Joined: Wed Feb 01, 2012 11:26 am
Personal rank: GEx the Gecko
Location: Kaunas, Lithuania
Contact:

Re: Phone cab :D

Post by UnrealGGecko »

... You trolly bastard :P

I like the phone, would be nice to put it in some city maps. :thuup:
User avatar
PrinceOfFunky
Godlike
Posts: 1200
Joined: Mon Aug 31, 2015 10:31 pm

Re: Phone cab :D

Post by PrinceOfFunky »

UnrealGecko wrote:... You trolly bastard :P

I like the phone, would be nice to put it in some city maps. :thuup:
:rock:
I actually made it for the map DM-(NotYet)Condemned from my next map pack u.u and it is a city map :)
I made it better adding the numbers on the dialer: http://new4.fjcdn.com/pictures/Glados_f ... 467408.jpg
"Your stuff is known to be buggy and unfinished/not properly tested"
User avatar
editor Dave
Inhuman
Posts: 904
Joined: Mon Mar 10, 2008 6:40 pm
Personal rank: Passionate SP Mapper
Location: Germany/Bavaria
Contact:

Re: Phone cab :D

Post by editor Dave »

Nice one! But this looks awkwardly offgrid. Did you use the mainscale tool to reduce the size or is it just on a very small grid? If you get BSP problems, don't blame the ED! :mrgreen:
Also, I would change the "numpad cubes" with one bigger cube that has a texture with all numbers so you can reduce errors/save polygons. I did a little research and this one might fit pretty well, I think: http://www.dreamstime.com/stock-image-d ... ge22810901
And lastly: Where's the cable? :tongue:
Image
10-Year Anniversary on Jun 08, 2019.
User avatar
papercoffee
Godlike
Posts: 10447
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: Phone cab :D

Post by papercoffee »

Aaaaaand I would turn them into meshes... :mrgreen:
User avatar
PrinceOfFunky
Godlike
Posts: 1200
Joined: Mon Aug 31, 2015 10:31 pm

Re: Phone cab :D

Post by PrinceOfFunky »

papercoffee wrote:Aaaaaand I would turn them into meshes... :mrgreen:
I'm not a meshman XD I see meshes causes weird visual effects, especially when trying to place it in the map on the right position, I prefer be lazy and snap it :3
editor Dave wrote:Nice one! But this looks awkwardly offgrid. Did you use the mainscale tool to reduce the size or is it just on a very small grid? If you get BSP problems, don't blame the ED! :mrgreen:
Also, I would change the "numpad cubes" with one bigger cube that has a texture with all numbers so you can reduce errors/save polygons. I did a little research and this one might fit pretty well, I think: http://www.dreamstime.com/stock-image-d ... ge22810901
And lastly: Where's the cable? :tongue:
They are a bit taller than a PlayerPawn.
I decided to not to put any non-standard texture on it, so it can be used onto any map using standard textures(for example, the "PHONE" write, is not a texture).
Cable? .o. Yeah I know :wth: XD But if I put a cable I would need a texture to do it, but maybe I could intersecate a brush to make a inprinted cable. Fact is, I wanted make two versions of this phone cab: 1-Cab phone with the phone hanged up. 2-Cab phone with the phone picked up(down actually).
"Your stuff is known to be buggy and unfinished/not properly tested"
User avatar
Dr.Flay
Godlike
Posts: 3347
Joined: Thu Aug 04, 2011 9:26 pm
Personal rank: Chaos Evangelist
Location: Kernow, UK
Contact:

Re: Phone cab :D

Post by Dr.Flay »

If you don't know what you are doing then meshes can look odd, but if you know why you would require smoothing, curved surfaces or animated/reactive items, then they are often much more versatile.
Read the brief info from William Sherriff http://web.archive.org/web/200502050922 ... Decos.html
Smoothing.jpg
Smoothing.jpg (51.32 KiB) Viewed 2490 times
Destroyable phones (are more fun)
ImageImage
William Sherriff deco thread https://www.ut99.org/viewtopic.php?f=5&t=4311&start=0
Plus they will never give you any BSP errors, can emit sound, light, and be used as triggers or events, can be made to float, bounce and contain other items.
Meshes are the ultimate in lazy map building, as you don't have to care about snapping to a grid or intersections, compared with a brush that is fussy about rounding errors and being placed very very carefully into only some of a mappable area, and what order you did it in.

I am not convinced 1 bit that BSP street furniture is good, since stripping all the street-lights, bins, benches and drain covers from a city map, and replacing all with decos/meshes.
I got rid of loads of BSP errors and gained loads of speed, so I could then put more stuff in the map without lag.

Frag is the house expert on good use of decos. Check his maps to see them well used.
User avatar
editor Dave
Inhuman
Posts: 904
Joined: Mon Mar 10, 2008 6:40 pm
Personal rank: Passionate SP Mapper
Location: Germany/Bavaria
Contact:

Re: Phone cab :D

Post by editor Dave »

Ah, I see. I didn't notice the Phone writing being brushes. Nice way to push up the poly count :ironic:

Are these textures options?

Pad
Mine: mcontrol
PlayrShip: Vkboard

Cable
SGTech: hangcables2
Skaarj: TB_1, TB_2

Phone
I'm not creative enough for that lol
Image
10-Year Anniversary on Jun 08, 2019.
User avatar
PrinceOfFunky
Godlike
Posts: 1200
Joined: Mon Aug 31, 2015 10:31 pm

Re: Phone cab :D

Post by PrinceOfFunky »

editor Dave wrote:Where's the cable? :tongue:
Image
Happy now? XD
Dr.Flay wrote:If you don't know what you are doing then meshes can look odd, but if you know why you would require smoothing, curved surfaces or animated/reactive items, then they are often much more versatile.
Read the brief info from William Sherriff http://web.archive.org/web/200502050922 ... Decos.html
Smoothing.jpg
Destroyable phones (are more fun)
ImageImage
William Sherriff deco thread https://www.ut99.org/viewtopic.php?f=5&t=4311&start=0
Plus they will never give you any BSP errors, can emit sound, light, and be used as triggers or events, can be made to float, bounce and contain other items.
Meshes are the ultimate in lazy map building, as you don't have to care about snapping to a grid or intersections, compared with a brush that is fussy about rounding errors and being placed very very carefully into only some of a mappable area, and what order you did it in.

I am not convinced 1 bit that BSP street furniture is good, since stripping all the street-lights, bins, benches and drain covers from a city map, and replacing all with decos/meshes.
I got rid of loads of BSP errors and gained loads of speed, so I could then put more stuff in the map without lag.

Frag is the house expert on good use of decos. Check his maps to see them well used.
well you're right about meshes, but I never made a mesh for UT, I tried once with a Nyan cat and it became all buggy :/
Let's say, this Phone cab is made old-skool style :what:
"Your stuff is known to be buggy and unfinished/not properly tested"
User avatar
papercoffee
Godlike
Posts: 10447
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: Phone cab :D

Post by papercoffee »

Did you try the MeshMaker?
User avatar
PrinceOfFunky
Godlike
Posts: 1200
Joined: Mon Aug 31, 2015 10:31 pm

Re: Phone cab :D

Post by PrinceOfFunky »

papercoffee wrote:Did you try the MeshMaker?
Nu :/ Is it an UnrealEd tool that I can download?
"Your stuff is known to be buggy and unfinished/not properly tested"
JackGriffin
Godlike
Posts: 3774
Joined: Fri Jan 14, 2011 1:53 pm
Personal rank: -Retired-

Re: Phone cab :D

Post by JackGriffin »

Learn to love meshmaker, it's the shit.
So long, and thanks for all the fish
User avatar
Dr.Flay
Godlike
Posts: 3347
Joined: Thu Aug 04, 2011 9:26 pm
Personal rank: Chaos Evangelist
Location: Kernow, UK
Contact:

Re: Phone cab :D

Post by Dr.Flay »

http://wiki.beyondunreal.com/Legacy:MeshMaker
Learning when to mix the 2 types is key to optimal maps with lots of nice detailing. Both methods have limitations, but between them you can cover many situations.
I use destroyable widow decos rather than the traditional breaking wall effect, and public trash cans set to be movable and fairly heavy. This allows you to crouch behind it and push it into the street as a temporary shield if you get pinned-down. I always use mesh cardboard-boxes, bottles, cans, chairs etc. as it annoys the hell out of me when even a rocket launcher cannot destroy or move a piece of thick paper (one of my city edits has public and home trash cans, recycling boxes, bottles, cans, pizza boxes, sheets of newspaper, rats, cockroaches, and birds. All these need to be dynamic so you can explore the back-alleys and it all feels alive/lived-in even if you are alone... or hiding from zombies.

Creavions DM-FeelNaPali uses a subtle mix of BSP and meshes to cover for engine limitations.
viewtopic.php?f=5&t=4007
The carved face on the hill was tried as a brush and mesh because of the difference in the way lighting works on it.
User avatar
PrinceOfFunky
Godlike
Posts: 1200
Joined: Mon Aug 31, 2015 10:31 pm

Re: Phone cab :D

Post by PrinceOfFunky »

Image
Why? It is funny but sad XD
"Your stuff is known to be buggy and unfinished/not properly tested"
User avatar
editor Dave
Inhuman
Posts: 904
Joined: Mon Mar 10, 2008 6:40 pm
Personal rank: Passionate SP Mapper
Location: Germany/Bavaria
Contact:

Re: Phone cab :D

Post by editor Dave »

Yay, a cable! But I can't tell what causes the error, maybe the brush was too complex? Coincidentally, recently I had a similar error with a much simpler brush, although I had never had problems before...
Image
10-Year Anniversary on Jun 08, 2019.
Post Reply