Re: 25th Anniversary of Unreal Tournament
Posted: Mon Aug 01, 2022 6:04 pm
No deck...no...deck...
No deck...no...deck...
Yeah, would agree with that - soooo many versions of that around. Would be tempted to add HallofGiants and LavaGiant (the EXU version of the latter would be a hard act to follow, so much more interesting than the stock map). Actually the EXU versions of other stock maps are interesting, especially where two or three have been joined together - Peak and Barricade linked by jumppads for example - indicate what those with the skill could do.
Here's a quick list:Neon_Knight wrote: ↑Mon Aug 01, 2022 5:56 pm Here are all the official UT99 maps: https://unreal.fandom.com/wiki/Unreal_Tournament
I have grayed out these maps in the spreadsheet.Neon_Knight wrote: ↑Mon Aug 01, 2022 8:13 pm I mean, the list should lock out Face, Deck, Morbias (and by proxy Fractal), LavaGiant and HallOfGiants at least. There are already tons of versions of these maps.
yespleasethankyou!
That is excellent news and an excellent suggestion. For HD textures what would be a good default size, 512? 1024? I feel like 512 would be appropriate in most cases. I'd love to try my hand at making some bump maps to give details some extra depth.Feralidragon wrote: ↑Fri Aug 05, 2022 4:21 pm...the latest UT patches are able to render HD textures in a fairly simple manner and they are the ones used by default (you don't need to set up the whole S3TC stuff, you can do everything from the editor itself, especially starting with v469c which is about to be publicly released), and there's also XOpenGL which has had great improvements and fixes to become similar in performance to regular OpenGL, and that one supports normal maps through the BumpTexture property (which textures always had, but was left unused).
You might also want to use HD textures in your maps overall this time, because by the time the 25th anniversary rolls around, we might already be in v469d or even v470, and renderers continue to be a big focus of these patches, and they keep bringing stuff like this which can be effectively used, and because more and more players are starting to discover things like HD UT weapons and such, which could very well become a default by then.
Last year I was even building a package with dynamic coronas, lensflares, etc, to be used in maps, and the textures I have built there are all HD textures with BC7 compression (it also comes with lower resolution textures as automatic fallback for renderers that do not support them), and when I first saw this thread I even thought in going back to it and finish it (before I noticed the real deadline).
It would also be a good way to test the new patch features during this development, to make them as stable as possible by the time 25th anniversary comes.
If you're going to do this and take the next 2 years to do it, might as well go big or go home.
Yes and no.papercoffee wrote: ↑Fri Aug 05, 2022 4:35 pm I know in the new Editor PNG is supported, right? does it also count for the transparency part of a PNG?