Screenshots

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FraGnBraG
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Re: Screenshots

Post by FraGnBraG » Tue May 14, 2013 6:01 pm

hmm... skaarj :)

looks pretty "traditional", not a bad thing, just as in the original unreal games... I think the theme has been extended in later years (example, Mothership etc etc)...

if i were you i would work on the lighting a bit more. Some suggestions:

In general (for example) the white-ish light with the corona... try to get the corona light actors (size .25 or less) as close to their bsp surfaces as possible. Coronas that hang out off the surface look very noobish.

Also, use high bright low radius colored light (like b200/h160/s180/r3) as close to the center of the light's diffuser as possible to create the effect that there's a hot bulb inside. Use a second lower bright highrr radius light positioned a bit farther out from the light unit to create the light cast. Depending on what you're going for you may want to use even more "area illuminators. Sometimes, shifting the hue on each of these "stages" of light creates a rich visual. Experiment :)

Lights (i.e. electric lights with a diffuser) usually have a hot spot which then fades a bit towards the edges. That is much more realistic. Also avoid pure white light, except where absolutely needed. For skaarj, you can mix cyans and green blues with ambers and small amounts of red to good affect. Take a look at these skaarj images to see what i mean about blending colors - there's a post with screenshots from an SP project I am working on here: http://www.ut99.org/viewtopic.php?f=5&t=156&start=90

Cheers

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Re: Screenshots

Post by papercoffee » Tue May 14, 2013 9:36 pm

FraGnBraG wrote: there's a post with screenshots from an SP project I am working on here: http://www.ut99.org/viewtopic.php?f=5&t=156&start=90
Where?

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FraGnBraG
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Re: Screenshots

Post by FraGnBraG » Wed May 15, 2013 12:51 am

papercoffee wrote:
FraGnBraG wrote: there's a post with screenshots from an SP project I am working on here: http://www.ut99.org/viewtopic.php?f=5&t=156&start=90
Where?
the skaarj hub level - towards the bottom of the thread page.... that level is now part of Olympia Chronicles (along about 10 other of my unfinished maps)
fnb-skaarj-hub-1023.jpg

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papercoffee
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Re: Screenshots

Post by papercoffee » Wed May 15, 2013 1:46 am

FraGnBraG wrote:
papercoffee wrote:
FraGnBraG wrote: there's a post with screenshots from an SP project I am working on here: http://www.ut99.org/viewtopic.php?f=5&t=156&start=90
Where?
the skaarj hub level - towards the bottom of the thread page....
Behind the link is for me page 7 of the Screenshots thread.

I really dig your mapping style...
But I would never use coronas because they look unrealistic for me.

Wait what was the name of the game again? ...oh... right. :ironic:

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[did]Madis
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Re: Screenshots

Post by [did]Madis » Tue Jun 11, 2013 1:28 am

Higor wrote:Stupid neon signs, took more than expected, but they use a nice combination on Normal + Translucent + Modulated(animated) surfaces.
A not-so-simple decoration actor that animates a nice effect that goes from left to right and brightens the sign every 6 seconds (more noticeabled on the blue signs).
This decoration also detects a nearby core and chooses the appropiate sign colors.

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What texture packs are you using for the buildings in this screenshot?
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Acid.OMG
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Re: Screenshots

Post by Acid.OMG » Thu Jul 11, 2013 8:17 am

Working on an RX map CTF-RAWvsSmackDown

[/Awesome]

Isotoxin
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Re: Screenshots

Post by Isotoxin » Thu Jul 11, 2013 5:10 pm

Working on some new bunny-track stuff. As I do not really have alot of time lately it's going so slow, nothing much to show yet except for this cave work and one of the obstacles in action..

Image

Image

as you can see it'll turn out to be some ancient-cavish shitty map, feel free to give some feedback, i'm having a hard time with these caves..

No lighting done either, any ideas?

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Re: Screenshots

Post by GenMoKai » Thu Jul 11, 2013 6:44 pm

looks great! but i first thought i saw a really old unfinished SP map from mine, but it wasnt :)
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memsys
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Re: Screenshots

Post by memsys » Wed Jul 17, 2013 12:54 am

Image

Here is a little sneak peak of a map I just started working on.

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Metalfist
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Re: Screenshots

Post by Metalfist » Thu Jul 25, 2013 12:50 am

SLV2renderwipmadebyMetalfist_donotusewithoutpermission.png
Not mapping, but modeling/texturing a nice SLV :).
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Re: Screenshots

Post by papercoffee » Thu Jul 25, 2013 2:19 am

And now do yo need a seat and a cockpit :mrgreen:

Looks really nice.

ASLY

Re: Screenshots

Post by ASLY » Thu Jul 25, 2013 6:37 am

Oh wow nice Metalfist, can you make custom SLV for a server?

UT99.org

Re: Screenshots

Post by UT99.org » Thu Jul 25, 2013 6:56 am

medor wrote:She do nice skins in the past

http://unrealtournament.99.free.fr/imag ... nPack1.png
Last edited by UT99.org on Thu Jul 25, 2013 1:41 pm, edited 1 time in total.

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Metalfist
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Re: Screenshots

Post by Metalfist » Thu Jul 25, 2013 11:33 am

@medor: *she ;)

@Aslye: I can make SLV skins like medor showed (those were quickies though). This SLV you see can't be used in the old engine, because it uses more polygons, has bigger textures, specular/bump/incandescence maps. It's more intended for the UDK/UT3 engine.
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Re: Screenshots

Post by VatcilliZeitchef » Thu Jul 25, 2013 12:23 pm

papercoffee wrote:And now do yo need a seat and a cockpit :mrgreen:
That would ruin the point and actually, these planes you see in the mods and maps don't deserve being called "Strangelove" rockets as they are supposed to be based off this
The only thing they kept is his silly scream.

[youtube]JlSQAZEp3PA[/youtube]

You should be rindin' a damn rocket, not be in some silly fighter plane.
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