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Work in Progress - The WIP Thread

The forum related to the Usermaps section, please ask questions here. This board is for mappers to discuss and exchange experiences
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creavion
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Work in Progress - The WIP Thread

Post by creavion »

Could not find anything like this here...
[url=http://www.abload.de/image.php?img=clipboard-143ta.jpg][img]http://www.abload.de/thumb/clipboard-143ta.jpg[/img][/url]
Testlighting, yes lighting (Bright Corners + NonIndicence is very powerful, specially with the base of DistantLightActors)
Distance Fog. A DXT5-texture skydome, footsteps. Will requiere the - so far not released - 227g at the end.
Last edited by creavion on Sun Feb 14, 2010 3:45 pm, edited 1 time in total.
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GreatEmerald
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Re: Work in Progress - The WIP Thread

Post by GreatEmerald »

Not bad, though the BSP has sharp corners, as always... I wonder if it would be possible to implement static mesh-like smoothing for BSP?
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creavion
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Re: Work in Progress - The WIP Thread

Post by creavion »

Brightcorners + NonIncidence
I doubt you can make the lighting in UE1 even smoother. Before I reported the Bright Corners bug it was even more difficult to light out a terrain map which has some more polys as an unreal 1 map.

edit: no wait, you meant the bsp itself.. *caught*
Well thats the engine. Look out for custom user maps. AFAIK most of them are using even less polys. My selected polycount for the cliffs is .. IMHO standard. Ok, you have also here and there some extreme highpoly terrains, but those thingies are normally very small.
Last edited by creavion on Sun Feb 14, 2010 7:59 pm, edited 1 time in total.
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creavion
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Re: Work in Progress - The WIP Thread

Post by creavion »

[url=http://www.abload.de/image.php?img=autoplay-2010_2_15_16_aur6.jpg][img]http://www.abload.de/thumb/autoplay-2010_2_15_16_aur6.jpg[/img][/url]
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Pyro
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Re: Work in Progress - The WIP Thread

Post by Pyro »

[img]http://img442.imageshack.us/img442/5900/shot0160.png[/img]
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creavion
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Re: Work in Progress - The WIP Thread

Post by creavion »

Whats that? A money mod? And what is this map supposed to be? Looks like a foggy alienworld with modern treetop houses.
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Re: Work in Progress - The WIP Thread

Post by Jâçkrâßßit »

[img]http://www.download-free-game.net/images/deus_ex_icon.jpg[/img]

I finally received a copy in the mail and started playing it two days ago.  So far its pretty damn good!

My last WIP was this:

[img]http://profile.ak.fbcdn.net/object3/1618/59/q218149170160_283.jpg[/img]

After 8 years I was able to finally find my Half Life, Blue Shift and Opposing Force cd's which I gave up on when I first bought them.  Now, I just beat Half Life for the first time and it was pretty amazing to play after all these years!

Oh! :o    You were expecting to see my work from the UnrealEd... too bad suckers!!!!!!!!!!!!!!!!!!!!!!!
Last edited by Jâçkrâßßit on Mon Feb 15, 2010 8:05 pm, edited 1 time in total.
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Pyro
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Re: Work in Progress - The WIP Thread

Post by Pyro »

Whats that? A money mod? And what is this map supposed to be? Looks like a foggy alienworld with modern treetop houses.
Your totally correct! Its SGU.
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creavion
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Re: Work in Progress - The WIP Thread

Post by creavion »

Hm, maybe you should slightly reduce the fog. IMH its a little bit dense. And is this also supposed to be that "lightless"? No, I dont mean the torches, but e.g I dont see any light from them. The idea is really not that bad. If I remember correctly, I have seen ut3 arts (before the release) with something like that.
Maybe some wires between the trees to connect them a little bit. Or some freaking alien plants. Depends what you want to do, I mean can not know if you want to build a forest at all or if it should just look like a forest.
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Turboman.
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Re: Work in Progress - The WIP Thread

Post by Turboman. »

[url=http://www.abload.de/image.php?img=autoplay-2010_2_15_16_aur6.jpg][img]http://www.abload.de/thumb/autoplay-2010_2_15_16_aur6.jpg[/img][/url]
looks nice, i love how easy it is on the lighting, a very nice contrast of yellow and blue.
and alpha blending really makes textures look alot better :p
Last edited by Turboman. on Mon Feb 15, 2010 10:49 pm, edited 1 time in total.
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Pyro
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Re: Work in Progress - The WIP Thread

Post by Pyro »

Hm, maybe you should slightly reduce the fog. IMH its a little bit dense. And is this also supposed to be that "lightless"? No, I dont mean the torches, but e.g I dont see any light from them. The idea is really not that bad. If I remember correctly, I have seen ut3 arts (before the release) with something like that.
Maybe some wires between the trees to connect them a little bit. Or some freaking alien plants. Depends what you want to do, I mean can not know if you want to build a forest at all or if it should just look like a forest.
thanks for the tips, well it is quick and sloppy mapping since sgu is running out of time and lots of huge maps have to be produced. i can do better, just dont have the time for it :p Im still going to add some spierwebs between the trees cus its a dead forest where spiders are etc .. and at end of the road theres a huge spider and a cave towards a dungeon. in fact this is a 'haunted' scientist village and theyr facility is underground , but a virus got loose and now there are zombies inside the facility :p the facility is the dungeon where u get a reward :p
as for the light and fog, its supposed to be like that that you dont see sh*t :p also at the torches , theres just enough light to see the path, i tried with higher values but then u could see too much into the forest.. so:p also this is pretty creepy:)
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GreatEmerald
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Re: Work in Progress - The WIP Thread

Post by GreatEmerald »

Is it just me or the skybox needs a fogring?
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creavion
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Re: Work in Progress - The WIP Thread

Post by creavion »

@Pyronious: Alright, no problem (:

And I agree with GE about the fogring. Either you remove the skybox out of your map (make sure to make a bigger area for the distance fog, can be very simple) or you make the skybox fitting to the fog. If you have UT2004, check maps like ONS-Dawn or DM-Antalus how it CAN work (since I think there are much more ways to do it).

edit: yearh thx turbo^^
Last edited by creavion on Tue Feb 16, 2010 12:42 pm, edited 1 time in total.
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Pyro
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Re: Work in Progress - The WIP Thread

Post by Pyro »

skybox is gonna move for a night-like skybox :) tnx for commets, almost forgot that. lol
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Re: Work in Progress - The WIP Thread

Post by Pyro »

[img]http://img4.imageshack.us/img4/9058/dogri.th.png[/img]
somethings wrong with it, idk what. maybe im not too good in animating & modeling animals :p

EDIT: anims getting better. i think the legs in the front look too human. :p oh well doesnt matter
[media]http://home.kpn.nl/guusenjenny/links/dogrun2.avi[/media]

EDIT2: also ,this page needs a screenshot tag to resize images.
Last edited by Pyro on Wed Feb 24, 2010 11:01 am, edited 1 time in total.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Work in Progress - The WIP Thread

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

For the skybox bug in foggy areas, just put a HUEG~!!1 white modulated sheet a few units below the fake backdrop (I do dat)
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Re: Work in Progress - The WIP Thread

Post by unregistered »

[img]http://gi153.photobucket.com/groups/s212/NLJKOPMNXS/Untitled-1.png[/img]
[img]http://gi153.photobucket.com/groups/s212/NLJKOPMNXS/Untitled-2.png[/img]

:D
Last edited by unregistered on Wed Feb 24, 2010 1:15 am, edited 1 time in total.
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GreatEmerald
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Re: Work in Progress - The WIP Thread

Post by GreatEmerald »

EDIT2: also ,this page needs a screenshot tag to resize images.
No, you just need to change your picture, add .th before the extension and it will become a thumbnail:
[URL=http://img4.imageshack.us/i/dogri.png/][img]http://img4.imageshack.us/img4/9058/dogri.th.png[/img][/URL]
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Re: Work in Progress - The WIP Thread

Post by unregistered »

[URL=http://s419.photobucket.com/albums/pp274/imagensdiversas/?action=view&current=steppy_water_Zone.png][img]http://i419.photobucket.com/albums/pp274/imagensdiversas/th_steppy_water_Zone.png[/img][/URL]

Learned how to use dynamic zone info actor. For ex: I want a 128^3 water cube, I place that dynamic zone info in the middle of a 128^3 cube, then set the zone's box min dimensions to -64 and max to +64. Now I can make water volumes without needing zones. (don't forget to set the dynamic zone actor properties to bwater=true).

That pic shows a "steppy water flux", since the actor cannot skew the cube's dimensions I had to place many smaller actors like that. The only problem is that when you swin there, you notice the "steps" while you drop from one water volume to the next one.

OMG: 7700 brushes and over 3800 light actors!
Last edited by unregistered on Tue Mar 09, 2010 7:09 pm, edited 1 time in total.
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[]KAOS[]Casey
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Re: Work in Progress - The WIP Thread

Post by []KAOS[]Casey »

couldn't you just place one giant water cube in the center that would emcompass the entire passage in?
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Re: Work in Progress - The WIP Thread

Post by unregistered »

Replaced the pic with a version with brigther green, to better see the sheets that holds the water texture.
Last edited by unregistered on Tue Mar 09, 2010 8:43 pm, edited 1 time in total.
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Re: Work in Progress - The WIP Thread

Post by Kajgue »

There was this, which I was working on before I was ill (2 years ago)

[img]http://img.photobucket.com/albums/v449/Kajgue/test1.jpg[/img]

[img]http://img.photobucket.com/albums/v449/Kajgue/LandscapeF-Large.jpg[/img]

And these, for the Sundered Realms.

[img]http://img.photobucket.com/albums/v449/Kajgue/Scale.jpg[/img]

[img]http://img.photobucket.com/albums/v449/Kajgue/Guarrison.jpg[/img]

[img]http://img.photobucket.com/albums/v449/Kajgue/LumpyWumpy.jpg[/img]

[img]http://img.photobucket.com/albums/v449/Kajgue/Bmetro2.jpg[/img]

[img]http://img.photobucket.com/albums/v449/Kajgue/HolyWorld2.jpg[/img]

[img]http://img.photobucket.com/albums/v449/Kajgue/Holyworld.jpg[/img]

[img]
http://img.photobucket.com/albums/v449/Kajgue/SR-BMetro-RearEnt.jpg[/img]

[img]http://img.photobucket.com/albums/v449/Kajgue/BMetro-RefectoryEntranLightCorrect.jpg[/img]

This, for something else.

[img]
http://img.photobucket.com/albums/v449/Kajgue/Floor2.jpg[/img]

And I'm still working on TSB Base.

[img]http://img.photobucket.com/albums/v449/Kajgue/TsbBasement2.jpg[/img]

[img]http://img.photobucket.com/albums/v449/Kajgue/Basement2StorageChamber.jpg[/img]

[img]http://img.photobucket.com/albums/v449/Kajgue/WasteFiltrateCysternpumps.jpg[/img]

[img]http://img.photobucket.com/albums/v449/Kajgue/AtomReactorTunnel.jpg[/img]

[img]http://img.photobucket.com/albums/v449/Kajgue/NEONS.jpg[/img]

And a TSB hovertank, which I still need to skin.
[img]http://img.photobucket.com/albums/v449/Kajgue/TSBHovertank.jpg[/img]
AKA - ( T : S : B ) Ice-Lizard
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Re: Work in Progress - The WIP Thread

Post by Hellkeeper »

Lovely. How are these beautiful shadows made ?
You must construct additional pylons.
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Buster
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Re: Work in Progress - The WIP Thread

Post by Buster »

Nice !!
Gatherstone - Unreal by Design
https://gatherstone.oldunreal.com

OK - he falls
Keep it Unreal !!
:-)_~
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creavion
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Re: Work in Progress - The WIP Thread

Post by creavion »

Nice !!
Really nice.
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