Know some trick to make a map fun and beautiful? Is searching for help polishing a map? Think you map isn't good and decided to look for help before releasing? Want to help others about good mapping?
Then this is the place!
The Mapping Knowledge Share is where everyone discuss, help and get helped about general mapping topics, and share knowledge and experience of mapping like good.
Mapping Knowledge Share
- Gustavo6046
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Mapping Knowledge Share
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— Weapon of Destruction
- papercoffee
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Re: Mapping Knowledge Share
viewtopic.php?f=5&t=156 already there.
Show screenshots of your work-in-progress map and ask for critique and help.
Or showoff you crazy mapping skills and get critique and a pat on the shoulder.
Show screenshots of your work-in-progress map and ask for critique and help.
Or showoff you crazy mapping skills and get critique and a pat on the shoulder.
Re: Mapping Knowledge Share
- BSP errors come from corrupted brushes. Some operations generate corrupted brushes. The basic brush builders are safe and so is the clipping tool.
- Misaligned brushes don't cause BSP errors. You can disable grid alignment and work with vertex snapping only.
- Vertex snapping points are created by built geometry. A snapping point is put wherever an edge starts and stop. This is not necessarily brush vertexes, you can snap to intersection points.
- Using the clipping tool and vertex snapping you can slice any corridor into a curved corridor.
- Using intersection points and snapped rotation you can find the center of any wall segment and center align decoration brushes.
These tricks enable a different type of workflow, more similar to the way you work with CAD or on paper, closer to traditional geometry, and it allows you to create less cubical maps.
All these tricks were used to make this map where nothing is grid aligned viewtopic.php?f=5&t=3667, but in spite of that, everything looks properly sized, placed and there are no BSP errors.
I always wanted to make a proper tutorial but, yeah time...
Edit: special effect section:
- You can superimpose modulated texture with transparent texture to create alpha blending, there wont by any Zfighting, works even in software rendering. (used here for chains and bars http://www.unrealplayground.com/forums/ ... le&id=7544 )
- You can superimpose a transparent texture on a modulated mirror to create a complex material with diffuse and specular lighting. (used here for the semi-reflective water http://www.unrealplayground.com/forums/ ... le&id=7906)
- Misaligned brushes don't cause BSP errors. You can disable grid alignment and work with vertex snapping only.
- Vertex snapping points are created by built geometry. A snapping point is put wherever an edge starts and stop. This is not necessarily brush vertexes, you can snap to intersection points.
- Using the clipping tool and vertex snapping you can slice any corridor into a curved corridor.
- Using intersection points and snapped rotation you can find the center of any wall segment and center align decoration brushes.
These tricks enable a different type of workflow, more similar to the way you work with CAD or on paper, closer to traditional geometry, and it allows you to create less cubical maps.
All these tricks were used to make this map where nothing is grid aligned viewtopic.php?f=5&t=3667, but in spite of that, everything looks properly sized, placed and there are no BSP errors.
I always wanted to make a proper tutorial but, yeah time...
Edit: special effect section:
- You can superimpose modulated texture with transparent texture to create alpha blending, there wont by any Zfighting, works even in software rendering. (used here for chains and bars http://www.unrealplayground.com/forums/ ... le&id=7544 )
- You can superimpose a transparent texture on a modulated mirror to create a complex material with diffuse and specular lighting. (used here for the semi-reflective water http://www.unrealplayground.com/forums/ ... le&id=7906)
- _naruto_999
- Average
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- Joined: Sat May 24, 2014 12:07 pm
Re: Mapping Knowledge Share
delete this thread
Last edited by _naruto_999 on Fri Sep 25, 2015 1:15 am, edited 1 time in total.
- Dr.Flay
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Re: Mapping Knowledge Share
This thread is not needed (have you not looked around the site ?)
This site is already dedicated to sharing mapping knowledge. It would not still be here if it were not for the amount of shared knowledge already here.
This is primarily a resource site, rather than a social site.
We have several specific sections already made to contain;
Tips, Tricks & Tutorials https://www.ut99.org/viewforum.php?f=6
Tools and Programs https://www.ut99.org/viewforum.php?f=58
Development School https://www.ut99.org/viewforum.php?f=57
Coding, Scripting https://www.ut99.org/viewforum.php?f=15
Mapping https://www.ut99.org/viewforum.php?f=5
Putting everything into 1 thread does not help people trying to browse the site.
If anything in this thread deserves it I will split it into its own thread, where it can be replied to without crossover of other peoples posts.
This site is already dedicated to sharing mapping knowledge. It would not still be here if it were not for the amount of shared knowledge already here.
This is primarily a resource site, rather than a social site.
We have several specific sections already made to contain;
Tips, Tricks & Tutorials https://www.ut99.org/viewforum.php?f=6
Tools and Programs https://www.ut99.org/viewforum.php?f=58
Development School https://www.ut99.org/viewforum.php?f=57
Coding, Scripting https://www.ut99.org/viewforum.php?f=15
Mapping https://www.ut99.org/viewforum.php?f=5
Putting everything into 1 thread does not help people trying to browse the site.
If anything in this thread deserves it I will split it into its own thread, where it can be replied to without crossover of other peoples posts.
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ChaosUT https://chaoticdreams.org
Your Unreal resources: https://yourunreal.wordpress.com
The UT99/UnReal Directory: https://forumdirectory.freeforums.org
Find me on Steam and GoG