Screenshots
Re: Screenshots
I don't know. Just a random thing I just made for some reason! I love making a scene so to speak
Anderson
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Re: Screenshots
That looks gorgeous!
EAT THOSE FRIGGIN BANANAS !!!!!
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Re: Screenshots
@ Higor
I'm curious how this will look in-game.
@ truije15
Nice mood in your picture ...but the "waves" bothering me. This texture is great for small ponds but not really useful for a coastal scenery because of the far sight.
I'm curious how this will look in-game.
@ truije15
Nice mood in your picture ...but the "waves" bothering me. This texture is great for small ponds but not really useful for a coastal scenery because of the far sight.
Re: Screenshots
I think if you saw the waves in the actual game you would find them a little more interesting, I think I caught them on a bad frame. I really just threw them in cause I just discovered how to do that, the water has a pan inward with the similar waving animation as the actual waves and I also have the waves special lit so I can tone them down to blend in better. the animation is slowed down as well so it has a more realistic lapping motion going on. They do wonders for making the map feel more dynamic I must say, just a test though
Anderson
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Re: Screenshots
holy hell! Where did you get dat moon! That looks really awesome, make some more to it, I'd love to see what you'd come up with
Edit--------------------- by papercoffee
Sorry for the double post. Same pic...but this time..a boat that bob's around! lol I loved kGalleons boat so figured why not try a small scale attempt and it was really easy to do, it really helps with the feel of the map in game too watchin it wiggle around on the open sea I just went and jumped in it, its got a really cool vibe just chillin on the open sea in the moon light!
Edit--------------------- by papercoffee
Sorry for the double post. Same pic...but this time..a boat that bob's around! lol I loved kGalleons boat so figured why not try a small scale attempt and it was really easy to do, it really helps with the feel of the map in game too watchin it wiggle around on the open sea I just went and jumped in it, its got a really cool vibe just chillin on the open sea in the moon light!
Anderson
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Re: Screenshots
Can't do anything more to it, the map's already released D:truije15 wrote:holy hell! Where did you get dat moon! That looks really awesome, make some more to it, I'd love to see what you'd come up with
As for the moon textured, it was custom-made for me by a wise old man over the course of seven years spent observing the moon and painting it on a square piece of volcanic slate with lead-based paint he made himself.
Nah, actually, it's just the 12th picture that comes up when you google moon. I liked it, so I just cut off the black parts around it. A big yellow light with bSpecialLight gives the colour. Add an animated wormhole texture over the water to simulate its reflexion (with SpecialLit too for it to have the same colour), and a nice directional corone (courtesy of Unreal 227), and boom.
The corona is deliberately very light. It's full sized when you're looking directly at it, and becomes smaller and smaller as your camera drifts away. It's mostly visible when it's directly in front, and when the moon is partly hidden.
You must construct additional pylons.
Re: Screenshots
I know most of you are guys, but it won't stop me from posting this screenie
(Click for more photos)
(Click for more photos)
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Re: Screenshots
One day one damn Geek will be lucky to have you.
Question: What would you do, if he proposes with a ring where there is an UT emblem embedded?
Question: What would you do, if he proposes with a ring where there is an UT emblem embedded?
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Re: Screenshots
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Last edited by InspecktahDeck on Fri Jul 19, 2019 7:25 pm, edited 1 time in total.
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Re: Screenshots
Nope, none. I like to keep my Unreal/UT/UT2 projects separate. Porting it would not be very difficult, but it would require quite bit of work because of how lighting is made (using 227 actors) and a few 227 effects would disappear. I consider this map is supposed to be played in its current state and in Unreal 1. Sorry for the inconvenience
You must construct additional pylons.