Digging through old stuff I forgot this collab with Switch' again , and since people are still making stuff thought it worth sharing as it can help enhance visuals & playability.
Example map included in file, with a rather extreme example of colours just to demo the effect :
This was originally included in the FoT 3 map pack in a map I made called WateryFowls - which used it on stuff like strip-lighting, direction arrows etc.
It would be great if that blue which In my humble opinion its a bit dark and off, could be replaced by a sort of blue-cyanish neon feel to give maps a tech modern style
So I think the colours can be set from the ControlPoint actor ( Saturation etc. ) - The colours in WaterFowls are a little less saturated than the example map. I left them horrible looking just to show the contrast.
I don't know if anyone is still actively coding in UT - it probably could be improved by adding in a colour selection per team slot , like you say, to do different blues etc.
JohnnySix wrote: ↑Wed Jul 23, 2025 5:31 pm
So I think the colours can be set from the ControlPoint actor ( Saturation etc. ) - The colours in WaterFowls are a little less saturated than the example map. I left them horrible looking just to show the contrast.
I don't know if anyone is still actively coding in UT - it probably could be improved by adding in a colour selection per team slot , like you say, to do different blues etc.
You're probably right! did you test this version online? Titled made a custom script for me once that did something like this, along with a decoration sheet that displayed the team logos, and I think it was able to change teamcannon teams too so you could have team-coded auto defenses. quite spiffy if you ask me! It's found in my minefield map though somehow the coloring doesn't quite work online in his script. (Sometimes it doesn't switch)
The mad (undead) mapper formerly known as --=VatcilliZeitchef=--
Great effect but I'd make it about 200% less....umm.... dominating on the map. In fact the saturation could increase as distance to CP decreases, stuff like that. I did a mod called Christmas Lights that gave off a nice color glow that would work well for something like this.
JackGriffin wrote: ↑Thu Jul 24, 2025 4:43 pm
Great effect but I'd make it about 200% less....umm.... dominating on the map. In fact the saturation could increase as distance to CP decreases, stuff like that. I did a mod called Christmas Lights that gave off a nice color glow that would work well for something like this.
Oh really, that'd be very cool- I guess the dynamic lights are baked to a separate map that can change? Would be cool to know the internals of how UT handles lightmaps on trigger lights.
JohnnySix wrote: ↑Wed Jul 23, 2025 5:31 pm
So I think the colours can be set from the ControlPoint actor ( Saturation etc. ) - The colours in WaterFowls are a little less saturated than the example map. I left them horrible looking just to show the contrast.
I don't know if anyone is still actively coding in UT - it probably could be improved by adding in a colour selection per team slot , like you say, to do different blues etc.
You're probably right! did you test this version online? Titled made a custom script for me once that did something like this, along with a decoration sheet that displayed the team logos, and I think it was able to change teamcannon teams too so you could have team-coded auto defenses. quite spiffy if you ask me! It's found in my minefield map though somehow the coloring doesn't quite work online in his script. (Sometimes it doesn't switch)
I made the original bases / mod and Switch` did the netcode, so I think it works online - need to test on a lan / server with someone to know for sure.
Scripted textures and sentry guns would also be pretty cool - I can make models / skins / textures / sound etc. if anyone was interested in taking the existing mod and updating some elements.
Definitely being able to set 5 different colours for unclaimed / base and team colours would be pretty epic.
Dynamic lighting can be really weird online. Sometimes they will all come on at once when the map loads. As long as you aren't going to get crazy with it I'd spawn the lighting as needed and destroy it when not needed.