UPDATE 20/07/2022:
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Started working on a new map recently, set in a typical american-looking suburb, with the self-imposed challenge of only using textures I've made or sourced myself. So far it's been a success with the exception of the water, which is stock UT. It's taken a lot of time due to me making most textures from scratch.
Polycount gets a little dicey (around 800) when standing on the rooftops and looking in certain directions, but other than that it sits mostly around 100-300.
It became quite a bit larger that I had envisioned, mostly because I wanted a decent backdrop, so it kinda just grew. Not sure I'll add interiors yet, and if I do, I'll only add a few I think.
Right now most lights are just disembodied (Obviously not the ones from the street lamps though), and I'm unsure if I should add some BSP/Texture for it. What do you guys think?
Also having some issues with getting bots to jump over the hedges (I've placed some steep stairs around lattices, so they can be "climbed"). Any tips for getting them to navigate these would be welcome, as I'd like them to be able to get onto the roofs eventually.
Screenshots only for now, until I have all the paths I want done.
Looking down toward the cul-de-sac
One of the main streets perpendicular to the cul-de-sac
One of the 2 alleys
The playground
The other alley
A small lot with dumpsters
One of the houses
A view from the cul-de-sac
DM-AmericanSuburbs [FINAL]
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DM-AmericanSuburbs [FINAL]
Last edited by Novaeon on Wed Jul 20, 2022 4:18 pm, edited 3 times in total.
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Re: DM-Suburbs
Nice !
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Re: DM-Suburbs
How's the bot pathing?
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Re: DM-Suburbs
Looks a nice cool and interesting map - looking forward to playing it with 'real life' weapons .Novaeon wrote: ↑Sat Feb 06, 2021 10:10 pm Started working on a new map recently, set in a typical american-looking suburb, with the self-imposed challenge of only using textures I've made or sourced myself. So far it's been a success with the exception of the water, which is stock UT. It's taken a lot of time due to me making most textures from scratch.
In passing I would point out that there is already a map called DM-Suburbs.
From what the OP has written, that's not finished yet.
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Re: DM-Suburbs
Looks awesome. I like all the trees looks great. Are those imported as decorations made in a 3rd part 3d program?
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Re: DM-Suburbs
This map screams for some Zombie action.
Bummer that the trees are just two crossed sheets ...but this can be changed.
Edit--------------------------------
What actors are those? jump-spots?
Bummer that the trees are just two crossed sheets ...but this can be changed.
Edit--------------------------------
What actors are those? jump-spots?
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Re: DM-Suburbs
You could still use some base real picture as the base to make a "water texture" or use different textures for the base.
like a puddle compared to a swimming pool blue, etc etc.
I think you could set those for impact jump since it's not that high they might go for it. Set the "z differential add" higher,, there is good ways to make the bots do that. But the roofs you will need kickers or other things.
like a puddle compared to a swimming pool blue, etc etc.
I think you could set those for impact jump since it's not that high they might go for it. Set the "z differential add" higher,, there is good ways to make the bots do that. But the roofs you will need kickers or other things.
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Re: DM-Suburbs
It's alright so far, though the bots don't go on the roofs or over the hedges (yet).
Thanks for the heads up. I'll change it to Cul-De-Sac instead.
The trees are just crossed sheets at the moment. I've been trying to find a good walkthrough for importing stuff as decorations, as it might help with the polycount especially for the streetlights, but no luck so far. I know I've done it in the past, but I've completely forgotten how to.[NBK]DxTrEm3Fx wrote: ↑Sun Feb 07, 2021 3:08 am Looks awesome. I like all the trees looks great. Are those imported as decorations made in a 3rd part 3d program?
Lift Exit > Lift Center > Lift Exit (on the other side of the hedge). You mean like JumpSpot > JumpSpot or LiftExit > JumpSpot?
I'll try the ImpactJump trick. Does that only work if the bots have ImpactHammers though? Or will it work with real-life weapon mods as well?Red_Fist wrote: ↑Sun Feb 07, 2021 8:13 am You could still use some base real picture as the base to make a "water texture" or use different textures for the base.
like a puddle compared to a swimming pool blue, etc etc.
I think you could set those for impact jump since it's not that high they might go for it. Set the "z differential add" higher,, there is good ways to make the bots do that. But the roofs you will need kickers or other things.
Thanks for all the nice comments
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Re: DM-Suburbs
Really like the mood & lighting work here!
I have ones suggestion for you to make the trees look a bit more natural without adding more visible polygons.
On certain angles your trees look like they were perfectly mirrored in the dead center. This does not look natural. The default unrealed brushes are working against you here. Instead of using 2 two-sided polyons, you should use 4 one-sided polygons. It will make it look much better with no performance impact as it's the same number of polygons as before, the two-sided flag actually duplicates your polygons.
Here is a correct brush, you should be able to paste it into your level and edit it.
I have ones suggestion for you to make the trees look a bit more natural without adding more visible polygons.
On certain angles your trees look like they were perfectly mirrored in the dead center. This does not look natural. The default unrealed brushes are working against you here. Instead of using 2 two-sided polyons, you should use 4 one-sided polygons. It will make it look much better with no performance impact as it's the same number of polygons as before, the two-sided flag actually duplicates your polygons.
Here is a correct brush, you should be able to paste it into your level and edit it.
Code: Select all
Begin Map
Begin Actor Class=Brush Name=Brush12
CsgOper=CSG_Add
MainScale=(SheerAxis=SHEER_ZX)
PostScale=(SheerAxis=SHEER_ZX)
PolyFlags=8
Level=LevelInfo'MyLevel.LevelInfo0'
Tag=Brush
Region=(Zone=LevelInfo'MyLevel.LevelInfo0',iLeaf=5,ZoneNumber=1)
Location=(X=-16.000000,Y=64.000000,Z=-96.000000)
OldLocation=(Y=80.000000,Z=-96.000000)
bSelected=True
Begin Brush Name=Model12
Begin PolyList
Begin Polygon Item=Sheets Texture=g-patch Flags=1073741832 Link=0
Origin +00032.000000,+00000.000000,-00032.000000
Normal +00000.000000,+00001.000000,+00000.000000
TextureU -00001.000000,-00000.000000,-00000.000000
TextureV +00000.000000,+00000.000000,-00001.000000
Vertex -00032.000000,-00000.000003,-00032.000000
Vertex -00032.000000,-00000.000003,+00032.000000
Vertex +00032.000000,+00000.000000,+00032.000000
Vertex +00032.000000,+00000.000000,-00032.000000
End Polygon
Begin Polygon Item=Sheets Texture=g-patch Flags=1073741832 Link=1
Origin -00000.000003,+00032.000000,-00032.000000
Normal -00001.000000,-00000.000000,-00000.000000
TextureU -00000.000000,-00001.000000,-00000.000000
TextureV +00000.000000,+00000.000000,-00001.000000
Vertex -00000.000003,+00032.000000,+00032.000000
Vertex -00000.000003,+00032.000000,-00032.000000
Vertex +00000.000000,-00032.000000,-00032.000000
Vertex +00000.000000,-00032.000000,+00032.000000
End Polygon
Begin Polygon Item=Sheets Texture=g-patch Flags=1073741832 Link=2
Origin +00000.000000,-00032.000000,-00032.000000
Normal +00001.000000,+00000.000000,+00000.000000
TextureU +00000.000000,+00001.000000,+00000.000000
TextureV +00000.000000,+00000.000000,-00001.000000
Vertex -00000.000003,+00032.000000,-00032.000000
Vertex -00000.000003,+00032.000000,+00032.000000
Vertex +00000.000000,-00032.000000,+00032.000000
Vertex +00000.000000,-00032.000000,-00032.000000
End Polygon
Begin Polygon Item=Sheets Texture=g-patch Flags=1073741832 Link=3
Origin -00032.000000,-00000.000003,-00032.000000
Normal -00000.000000,-00001.000000,-00000.000000
TextureU +00001.000000,+00000.000000,+00000.000000
TextureV +00000.000000,+00000.000000,-00001.000000
Vertex -00032.000000,-00000.000003,+00032.000000
Vertex -00032.000000,-00000.000003,-00032.000000
Vertex +00032.000000,+00000.000000,-00032.000000
Vertex +00032.000000,+00000.000000,+00032.000000
End Polygon
End PolyList
End Brush
Brush=Model'MyLevel.Model12'
Name=Brush12
End Actor
End Map
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Re: DM-Suburbs
This should actually do the trick ...hm ...maybe it's the height?
I'm sure their needs something to be on either side, so a bot wants to have it and try to walk that way.
@sektor2111 Do you have an idea how a bot can be forced to walk/climb that kind of lattices here?
viewtopic.php?p=126602#p126602
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Re: DM-Suburbs
"I'll try the ImpactJump trick. Does that only work if the bots have ImpactHammers though?"
Use "jumpspots" lower the extracost to zero on the JumpSpot actor not in the exits.
They should have the hammer by default in DM. maybe try a health vial or two for bait.
See how they act first before trying other methods.
The placement of the jumpspot and exits are a bigger deal, make sure you see it from the angle of the jump, the other direction maybe a little farther away.
Use "jumpspots" lower the extracost to zero on the JumpSpot actor not in the exits.
They should have the hammer by default in DM. maybe try a health vial or two for bait.
See how they act first before trying other methods.
The placement of the jumpspot and exits are a bigger deal, make sure you see it from the angle of the jump, the other direction maybe a little farther away.
Last edited by Red_Fist on Mon Feb 08, 2021 3:43 am, edited 1 time in total.
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Re: DM-Suburbs
Very nice!
Lighting and atmosphere look great!
Can't wait to put it on CROSSBONES servers!
so far!
Lighting and atmosphere look great!
Can't wait to put it on CROSSBONES servers!
so far!
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Re: DM-Suburbs
If using ready made decos is not part of the restriction there are already a variety of decent trees available (even ones that shake when hit).
My tip for trees is do them in 2 parts even if they are decos. You want the trunk to block bullets but not the leaves.
BSP trunk and deco canopy is also a good option.
As noted you are going to have to modify the map name to avoid clashing with files on existing servers.
Never use basic names for maps, textures or music files with Unreal/UT or you will clash with the many existing maps that have used the same names for the resources (snow.utx is a good bad example).
Add a project or author prefix/suffix to the name is generally the best idea.
My tip for trees is do them in 2 parts even if they are decos. You want the trunk to block bullets but not the leaves.
BSP trunk and deco canopy is also a good option.
As noted you are going to have to modify the map name to avoid clashing with files on existing servers.
Never use basic names for maps, textures or music files with Unreal/UT or you will clash with the many existing maps that have used the same names for the resources (snow.utx is a good bad example).
Add a project or author prefix/suffix to the name is generally the best idea.
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