Page 1 of 1
A hidden ULTIMATE project
Posted: Mon Jun 14, 2010 3:05 am
by Blu3Haz3
About a month ago, I started a project to make the most unbelievably humongous gigantic terrain you may EVER see on unreal. It takes up the entire grid, and is at higher detail than Unreal's standard terrain style. As of now, I have an entire top right chunk of the grid finished. When the entire grid is finished... the map will be called... Planet Napali. This project should really take no more than 2 [months]. Estimating that I am working every day up to now, and you will be blown away by the results I will soon give you. With my island ;] you will be able to create maps of any sort, because there will be towns... mines, and even cities at the most. I plan to really create some hype for you guys, and this could be revolutionary with the use of 227g and my addons. And with my island, you will be able to create mission packs and other junk. Imagine the ability to roam free on a unreal planet with no end and the ability to hunt or live in towns, or role play. Its just beyond my mind haha
Re: A hidden ULTIMATE project
Posted: Mon Jun 14, 2010 6:57 am
by GreatEmerald
The grid is quite limited, though. By the way, are you going to use the Z axis of the grid for anything?
Re: A hidden ULTIMATE project
Posted: Mon Jun 14, 2010 3:00 pm
by creavion
Well yearh, why not? You will definitely have to make use of meshes (everything what helps to reduce the node count) or.. if I understood that right.. better Static Meshes. (afaik its unsure if they will be implemented). A difficult project, I hope you know what you are doing.
Re: A hidden ULTIMATE project
Posted: Mon Jun 14, 2010 11:22 pm
by Blu3Haz3
Of course, I am half finished with this project. So far so good haha, and all of the land is formed with hills and mountains... its going to be wicked ;]
Anyways, you may need a quadcore or dual core computer to run this. Unreal isn't but single core, but everything in your background may need to be dealt with more cores. The map is unbelievably huge, and from some screen shots I have taken... you may be shocked on what it really looks like lol. This is something that epic games wishes they could of done. It is as big as torlan...
Re: A hidden ULTIMATE project
Posted: Tue Jun 15, 2010 4:08 am
by KillerSkaarj
Aww! This totally CRUSHES the giant map I was working on but never finished. Mine was just BSP floating on water to simulate islands. The islands didn't even extend under the water. This sounds like it's going to be awesome.
Re: A hidden ULTIMATE project
Posted: Tue Jun 15, 2010 11:16 am
by Raven
Torlan isn't that big TBH

. Anyway good luck on your project, be sure not to hit node/bsp limit which is very easy and annoying. Also how detailed terrain is? You're going into more realistic or classic (U1)? Some sshots would be nice also

.
Re: A hidden ULTIMATE project
Posted: Tue Jun 15, 2010 12:04 pm
by Skw
Btw Age has done huge ("huge" = grid-sized) desert-map collection on our server. DL links (from server's database):
http://80.221.231.213:9999/hiekkaa.unr
http://80.221.231.213:9999/hiekkaat.unr (two of towers are mine; the pyramid top of pillars and the überhuge tower)
http://80.221.231.213:9999/yohiekkaa.unr (night version of hiekkaa)
http://80.221.231.213:9999/yohiekkaat.unr (night version of hiekkaat)
And then there's one my map:
http://80.221.231.213:9999/grid.unr
Re: A hidden ULTIMATE project
Posted: Tue Jun 15, 2010 5:47 pm
by Blu3Haz3
Well like I said, this has never been done before... and the detail is as good as any of the terrains that Epic Games previously included with unreal. Do you really want to see some of my current progress, if you do... keep in mind that this is only one chunk of the map... and there is WAY more to be included. It is also untextured and there are no trees plants nor towns... and especially animals. I am working on the Terrain Wrap, and I do not need extra pressure to get other things done all the same time. This is a step by step process. As of now, I am creating a steep mountain where a town will be... a nali church and a stone wall will be the first thing behind the view point. Down below I am working on better foot hills that way it feels more like natural terrain. IT could take some more time than expected.
http://img96.imageshack.us/i/shot0136s.png/
Re: A hidden ULTIMATE project
Posted: Tue Jun 15, 2010 5:50 pm
by Blu3Haz3
Say... what is the max polygon use???
Re: A hidden ULTIMATE project
Posted: Tue Jun 15, 2010 5:51 pm
by Matrix224
Well like I said, this has never been done before... and the detail is as good as any of the terrains that Epic Games previously included with unreal. Do you really want to see some of my current progress, if you do... keep in mind that this is only one chunk of the map... and there is WAY more to be included. It is also untextured and there are no trees plants nor towns... and especially animals. I am working on the Terrain Wrap, and I do not need extra pressure to get other things done all the same time. This is a step by step process. As of now, I am creating a steep mountain where a town will be... a nali church and a stone wall will be the first thing behind the view point. Down below I am working on better foot hills that way it feels more like natural terrain. IT could take some more time than expected.
http://img96.imageshack.us/i/shot0136s.png/
Whys that screenshot so blurry? If you can get a clearer one that'd be great, and from what it looks like, it looks really cool
Re: A hidden ULTIMATE project
Posted: Tue Jun 15, 2010 10:01 pm
by Blu3Haz3
Project is a bust, I did my fucking best to do it.. I am sorry guys. I will texture this stuff for show. But I ran out of the poly range and the editor crashed. It is logically pointless to continue without detail. I want this to be UNREAL, and not some crappy looking blob. But I will release a beta soon for you guys to fuck with. But I have impressed a few pals up to now. I did a ingame test, and the map is massive and one of the most beautiful things I have ever seen haha. Even untextured it looks so beautiful. I did a extraordinarily job up till now, and hopefully you guys can make the polycount atleast quadruple the size. But this project could really mean something for unreal. I've worked my ass off for the last few days just to get this thing done. But I guess that is never going to happen... so.
Add my msn, for updates of progress... I will eventually give you guys the beta.
Zplea@hotmail.com
Re: A hidden ULTIMATE project
Posted: Tue Jun 15, 2010 10:10 pm
by mentalhunter
Hm, i think i have that adress in my contacts list, do i know you maybe??
Re: A hidden ULTIMATE project
Posted: Tue Jun 15, 2010 10:51 pm
by []KAOS[]Casey
You should be able to convert most of it into a giant static mesh soon enough, but we're still working on that. Sit tight.
Re: A hidden ULTIMATE project
Posted: Wed Jun 16, 2010 1:44 am
by Blu3Haz3
Hm, i think i have that adress in my contacts list, do i know you maybe??
Yeah, I am xXeVoXx. From team Evolution, I had worked on Horror Series and another project with Pcube. But I am mainly a mapper and skinner. I do know how to model and mod to a degree though.
Re: A hidden ULTIMATE project
Posted: Wed Jun 16, 2010 1:46 am
by Blu3Haz3
You should be able to convert most of it into a giant static mesh soon enough, but we're still working on that. Sit tight.
You have just made my day man haha!!! this is EXCELLENT news. This should make the map far more useful for mission makers. I appreciate you hard work guys, keep in contact with me... I will do whatever I can to help

Re: A hidden ULTIMATE project
Posted: Wed Jun 16, 2010 5:12 am
by Skw
Static Meshes are the best invention ever created for Unreal mappers! No polygon limits anymore!
Just create a box and fill it with all kind static meshes.
Re: A hidden ULTIMATE project
Posted: Wed Jun 16, 2010 7:07 am
by []KAOS[]Casey
A little BSP would be nice to section of larger meshes, static meshes don't have occlusion like BSP, so rendering lots of meshes at once could be slow. A mix of BSP and static meshes would be ideal.
Re: A hidden ULTIMATE project
Posted: Wed Jun 16, 2010 10:46 pm
by Blu3Haz3
Question... am I able to combine two static terrains together??? Because in order to continue, I will need to make one half of this terrain static, and then complete the other half and do it to it too. And with static terrain, is it possible to do water and what not?
Re: A hidden ULTIMATE project
Posted: Thu Jun 17, 2010 1:41 am
by []KAOS[]Casey
you will have to use BSP or at least a dynamiczoneinfo for water, but yes, you can use both. You should be using both to occlude larger meshes so less are rendered at once, if you convert an entire level into a mesh and use that as a single mesh, your frame rate suffers since it tries to render everything at once instead of occlusion.
A mix of both would be perfect.
Re: A hidden ULTIMATE project
Posted: Thu Jun 17, 2010 3:48 am
by Blu3Haz3
Yes I see, may take me a while to get a hang of that... but I think it would work out fine. Uh, my computer is pretty good, it should be able to handle use of both. And by both, do you mean actual brush with a static mesh or two different types of static meshes?