Interesting project
- EvilGrins
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Interesting project
Spotted this on FB about a month ago, and there's been periodic updates ever since.
Summary: someone's pushing ut99 UnrealEd's mapping to the limits to make a very large and elaborate city.
If you're on facebook -
If not, I'll post some of his screenshots later.
Summary: someone's pushing ut99 UnrealEd's mapping to the limits to make a very large and elaborate city.
If you're on facebook -
If not, I'll post some of his screenshots later.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Re: Interesting project
Ah yes, I believe this is a player with an alias ' sackless ' from Unreal Mayhem. Yes this map is big, it even has a sewer underneath all that. It has a huge, high quality music file too, and many ambient sound files along with that too. He has made big crazy monster hunt maps in the past too, its what he does lol. also i also remember this map has a ridiculous file size, too ( obviously ). due to him wanting it on the UM sniper server
- EvilGrins
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Re: Interesting project
Could be, harder to tell as most on FB are listed by their real names.
His most recent update had something of a concern he'd made it too big, that it wouldn't properly open in-game.
His most recent update had something of a concern he'd made it too big, that it wouldn't properly open in-game.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Re: Interesting project
Tell them to use BrushToMesh to convert BSP decorations into meshes, that'll help with the limits.
- Feralidragon
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Re: Interesting project
I tried to do something similar once, I even added cars of my own, but not nearly with this diversity in terms of buildings and so many streets.
But I am confused about something: from the top wireframe view at least, it seems that this map are just a bunch of mostly shallow cubic buildings, so how come he got up to that many nodes?
Maybe the screenshot is so low-res that I am missing the actual details there, so is there a higher resolution screenshot at least?
(I don't have Facebook, and lately there has been even stronger reasons to not ever have one)
I would say that even before thinking into mesh conversion (although for some things it may indeed be the best course of action), since all the map is using solid BSP, many of those could be turned into semi-solids lowering that node count.
But I am confused about something: from the top wireframe view at least, it seems that this map are just a bunch of mostly shallow cubic buildings, so how come he got up to that many nodes?
Maybe the screenshot is so low-res that I am missing the actual details there, so is there a higher resolution screenshot at least?
(I don't have Facebook, and lately there has been even stronger reasons to not ever have one)
I would say that even before thinking into mesh conversion (although for some things it may indeed be the best course of action), since all the map is using solid BSP, many of those could be turned into semi-solids lowering that node count.
Re: Interesting project
Look at the building's windows.
He's adding cubes on walls/ground in order to have coplanar faces with different textures.
That can theoreticall split a face in up to 4 pieces, and sometimes the splitting keeps on going beyond the face.
He's adding cubes on walls/ground in order to have coplanar faces with different textures.
That can theoreticall split a face in up to 4 pieces, and sometimes the splitting keeps on going beyond the face.
Re: Interesting project
How are you guys seeing this stuff without the map ?
Binary Space Partitioning
- EvilGrins
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Re: Interesting project
Are you not on Facebook? The guy's posted extensive screenshots of his work, along with UnrealEd content.Red_Fist wrote:How are you guys seeing this stuff without the map ?
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Re: Interesting project
Nope, no forums are better, or chat, or smoke signals, two cans and a string. I hate liking
Binary Space Partitioning
- EvilGrins
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Re: Interesting project
Liking isn't an FB requirement... and there's actually a few UT forums that have liking now.Red_Fist wrote:I hate liking
I'll hit up FB and copy over some screenshots in the morning.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
- editor Dave
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- Feralidragon
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Re: Interesting project
Yeah, those look much better and fully reply to the reason why such a high node count.
And yeah, most of that BSP can either be turned into semi-solids or converted into meshes as Higor mentioned.
And yeah, most of that BSP can either be turned into semi-solids or converted into meshes as Higor mentioned.
Re: Interesting project
Looks beautifull!
I know the guys from UM. (bin a former member)
This is not Sackless though.
Sackless is a dutchy and definitely not German.
His most used alias was GG (GoldenGirl) if i remember correctly.
This maps looks beautifull though!
All those details.. !
I know the guys from UM. (bin a former member)
This is not Sackless though.
Sackless is a dutchy and definitely not German.
His most used alias was GG (GoldenGirl) if i remember correctly.
This maps looks beautifull though!
All those details.. !
- EvilGrins
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Re: Interesting project
Kinda loving that...
...the Nali have had their 3rd and 4th arms removed to look more human.editor Dave wrote:
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins