Screenshots

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Creavion
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Re: Screenshots

Post by Creavion »

Thanks to the latest oldunreal dev build ( and specially to .:..: ) and thanks to my own knowledge ^^ it seems to be sure that this is going to work:

Image
Right: "Old" shadow system - based on polygons, left: "new" shadow system, based on the render texture. Dots recently included it on my heavy request. The maps geometry and lighting will be fully rendered in 227i, the rest will be done in UT. For those who want to know how I am going to set this up:

1. import static mesh into 227
2. convert to brush
3. export
4. import into ut
5. export again as brush
6. Since MeshMaker can not read the 227 created brushes...
7. package will be opened in 227, mostly contains simple decorations (trees, plants and corresponding textures)

In UT I would not be allowed anymore to modify goemetry and/or lighting anymore. But with some thinking ahead it is not a big deal (groups are of big help).

A small test was already successfull. UT is still able to open the maps both in ued and ingame with the high shadows (the ones on the picture are the highest shadow settings you can set there).
So I think you can finally looking forward for a tropical themed UT1 map finally!! with shadows!
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
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jaypeezy
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Re: Screenshots

Post by jaypeezy »

Spring break project. Right click > view image if the pictures are cut off.

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Image
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Assuming I get this done quickly...

A Deathmatch map that will make use of creature factories at several places in the map, making for gory battles. Furthermore, there will be moving portals, perhaps providing some degree of random pawn appearance throughout. The lowest level has four different rooms with specialized purposes.

In fact, I'm pretty much done with the layout of the map. I might add some sniping/gunning posts here and there but that's not a big deal. What I'm loathing is lighting and pathing - and, even before the lighting, adding small details here and there like lighting fixtures and decorations and blah blah blah, because I always feel like that's an easy place to get carried away. But, I'm honestly not trying to make the most beautiful map out there - just something that looks and plays well, as well as add a new twist to DM games.

So, having said that... what's some nice aesthetically-pleasing crap that people enjoy in their maps? :D
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papercoffee
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Re: Screenshots

Post by papercoffee »

your image links doesn't work right ...we can't see any pictures.
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Feralidragon
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Re: Screenshots

Post by Feralidragon »

papercoffee wrote:your image links doesn't work right ...we can't see any pictures.
^ This
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Creavion
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Re: Screenshots

Post by Creavion »

Feralidragon wrote:
papercoffee wrote:your image links doesn't work right ...we can't see any pictures.
^ This
^ This this

You have to quote his post in order to find the links for the pictures which are not working in combination of the img tag at all. Shitty imagehoster. :mrgreen:
But he covered up his mapname...
Image
why anyway?
Last edited by Creavion on Thu Apr 12, 2012 3:20 pm, edited 2 times in total.
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
JackGriffin
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Re: Screenshots

Post by JackGriffin »

I see them fine. Paper also couldn't see another link i made for an animated gif. I wonder if it's a client setting for the board?
So long, and thanks for all the fish
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jaypeezy
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Re: Screenshots

Post by jaypeezy »

http://postimage.org/image/cc25ww42z/full/
http://postimage.org/image/k10ue7fsl/full/
http://postimage.org/image/7i1vemmnn/full/

Try these links. If they don't work I guess I'll reupload them or something.

But, I blanked out the name because I am a badass.



...so, I actually blanked out the name because the title reveals a key aspect of the map that I'm not sure about using yet. On the one hand, I could just throw in normal U1 pawns. But I have the option of using a specific mod that adds more variety to the number of pawns in that class which can be used. Anyway, I guess today I'm going to dedicate time to making this detailed, pathed and lit. As soon as I wake the hell up... :sleep:
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[did]Madis
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Re: Screenshots

Post by [did]Madis »

ImageImageImage
ImageImageImage


Another NR map I'm working on. Mostly just caves right now with basic Unreal plants and trees thrown in to mask how low poly they are. Images might be too dark because my UT gamma corrects screenshots, and I mostly play with low brightness, not to mention JPEG artifacts...
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GenMoKai
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Re: Screenshots

Post by GenMoKai »

Hmmmm caves... i love caves! Lookin great Madis :tu:
Image
EAT THOSE FRIGGIN BANANAS !!!!!
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[did]Madis
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Re: Screenshots

Post by [did]Madis »

GenMoKai wrote:Hmmmm caves... i love caves! Lookin great Madis :tu:
up next are temple segments, an extended lava segment, and finally, a nali village/river segment. Throw in some moar caves inbetween them all and it's more or less done. Hopefully this and the other maps we're working on get done by the first half of the summer, so we can release a public version.
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[did]Madis
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Re: Screenshots

Post by [did]Madis »

Metalfist wrote:yup, it's in gamemaker, but I also want to create a simpler version in flash with the slv, but depends on the time I have.
Aha, Game Maker. That takes me back... to 2004.
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Creavion
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Re: Screenshots

Post by Creavion »

[did]Madis wrote:ImageImageImage
ImageImageImage


Another NR map I'm working on. Mostly just caves right now with basic Unreal plants and trees thrown in to mask how low poly they are. Images might be too dark because my UT gamma corrects screenshots, and I mostly play with low brightness, not to mention JPEG artifacts...
Looks like a genmo cave. I really like this.
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
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[did]Madis
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Re: Screenshots

Post by [did]Madis »

Starting the Nali town section. Decided to deviate from the classic Nali architecture and try something new.
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NaliTownhouseBridge.jpg
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Shadow
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Re: Screenshots

Post by Shadow »

Reminds me a bit of morrowind (balmora)
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[did]Madis
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Re: Screenshots

Post by [did]Madis »

Shadow wrote:Reminds me a bit of morrowind (balmora)
WorstCompanyInAmerica2012: EA: nice rip of Balmora in that map madis
カニはとても美味しい: lmao
カニはとても美味しい: well it is inspired by it
Ahough, the layout will be considerably different, which will be evident once the area's done. It's gonna take a while, though, since it'll be rather detailed.
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