For direct access use https://forums.oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com

Floating orbs and other tricks

Ask UnrealEd 2 mapping related questions, or give hints, tips and tricks
User avatar
GreatEmerald
OldUnreal Member
Posts: 5347
Joined: Mon May 21, 2007 2:30 pm

Floating orbs and other tricks

Post by GreatEmerald »

I'm making a kind of a Wizard map (MM7 FTW), and what do wizards use to light their houses? Floating glowing orbs, I presume. Making a non-floating glowing orb works just fine (Sphere with the setting 2, Tarydium Crystal texture, non-solid 1-sided transcluent small wavy, and inside a blue light with big brightness, medium radius, SubtlePulse and WateryShimmer, plus sound "tower". Great FX.) But to make it a glowing floating orb, I need a kind of a ConstantAttachMover... If it's not constant, it won't levitate, and if it's not Attach, the light won't follow. Any suggestions?

Also, I've found a great way of doing skyboxes... Looked at UT2004 skyboxes - they use rings! So I made a 256 radius nonsolid cylinder 2sided, set the top and the bottom to Invisible, and there we go - a great looking skybox!

So anyway my level now looks kinda great. Still very empty, but it will be even better later.

I'm thinking of making a SP map pack loosely based on MM7 story... That would include 15 maps, while you waste your time trying to get an item you can't use in first 8 maps :D You would only need to pass 7 maps otherwise, but you don't know that ;)

Here's a preview screenshot of a tower there. The orb is at the top:
[URL=http://img172.imageshack.us/my.php?image=bracadaqt7.png][img]http://img172.imageshack.us/img172/5139/bracadaqt7.th.png[/img][/URL]
Last edited by GreatEmerald on Wed Aug 13, 2008 4:01 pm, edited 1 time in total.
User avatar
Buster
Global Moderator
Posts: 1616
Joined: Wed Jun 08, 2005 3:02 am

Re: Floating orbs and other tricks

Post by Buster »

Looking good. One wee little thing though. The scaling of the cliff texture appears abit off. Try increasing it abit, so its pattern doesn't repeat itself as often. I like how the blue lighting plays off the texture used on the tower - very nice. Neat idea for the skybox.

Another UT style idea: Extend the terrain of the map around the actual areas a player can get to, and collision hull off the outside 'deco' area. The area blocked off can even be done as non-solid too.
Gatherstone - Unreal by Design
https://gatherstone.oldunreal.com

OK - he falls
Keep it Unreal !!
:-)_~
User avatar
HeadShot
OldUnreal Member
Posts: 228
Joined: Wed Nov 21, 2007 4:30 pm

Re: Floating orbs and other tricks

Post by HeadShot »

I prefer the huge skybox texture packet I have  ;D

[img]http://img.photobucket.com/albums/v471/HeadShot900/Shot0002.jpg[/img]

EDIT: http://www.hazelwhorley.com/

Take out 1 group of the skybox textures, that means 4 sides, a top, and a bottom, and it's about 4mb. I use one for multiple maps so it's not like 4mb every map download lol. Also, that sun is just a cylinder I stuck there for looks lol.
Last edited by HeadShot on Tue Aug 19, 2008 2:04 am, edited 1 time in total.
Image
Image

Return to “UnrealEd 2, the editor for UnrealTournament”