Screenshots

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Re: Screenshots

Postby Creavion » Sun Feb 26, 2012 6:31 pm

Metalfist wrote:yup, it's in gamemaker, but I also want to create a simpler version in flash with the slv, but depends on the time I have.

Do not wonder, if you have to stop this thing. Something similar has been tried in the past, ok with Unreal. Sana from unrealsp.org asked for permisson to make an Unreal 1 like game for something like this. Answer obviously: NO!
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Re: Screenshots

Postby EvilGrins » Sun Feb 26, 2012 11:03 pm

Metalfist wrote:
UT2DCTFface.png

Not sure where I found this originally but I've seen something similar to this:

Directlink
Image Image Image Image Image Image
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Re: Screenshots

Postby Sp0ngeb0b » Mon Feb 27, 2012 3:13 pm

Since you guys are talking about 2D maps, here are some screens of a DoodleJump BT map I created some time ago. Not sure whether I'll ever gonna finish it though ...

Doodle1.jpg

Doodle2.jpg

Doodle3.jpg

Doodle4.jpg


Includes full sound support.
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Image
Image
Image
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...Visit:www.unrealriders.de
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Re: Screenshots

Postby Feralidragon » Mon Feb 27, 2012 5:48 pm

I remember having the priviledge of trying that map out, it was a f*cking blast, you ought to release it one of these days, the concept is awsome :mrgreen: :tu:
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Re: 6 Screenshots, 5 attachments max ... FAIL

Postby FraGnBraG » Tue Feb 28, 2012 3:07 pm

very nice stuff creav :gj: watch this one boys and girls - this is an artist at work :rock:
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Re: 6 Screenshots, 5 attachments max ... FAIL

Postby Creavion » Tue Feb 28, 2012 5:04 pm

FraGnBraG wrote:very nice stuff creav :gj: watch this one boys and girls - this is an artist at work :rock:

It is CREV (only valid and acceptable shortcut), but thanks a lot. :tongue:
I hope it won`t disappoint at the end. I am already scared of bsp bug fixing. >_>
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Re: Screenshots

Postby ASLYE702 » Tue Feb 28, 2012 5:15 pm

Hahaha i like this phone game, nice work :gj:
After finish your work, post the download link please :D
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Re: Screenshots

Postby Creavion » Sun Mar 04, 2012 6:11 pm

Zwischenablage-3.jpg

I hope the engine does not screw with me later, it is some kind of risk to do something like that, although the complete thing is rather low poly.
At some places you can see "test players", which are supposed to show the scale of the level. Furthermore the pathways have a width of 192 WE and the canopys will be meshes later. And, additional foilage stuff needs to be done later as well. Anything and everything based on stock texture content, so mostly UnrealShare, GenFX, GenEarth, GenTerra, NaliCast.
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Re: Screenshots

Postby GenMoKai » Sun Mar 04, 2012 6:20 pm

interesting... very interesting indeed! :)
Image
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Re: Screenshots

Postby Creavion » Sun Mar 04, 2012 6:33 pm

It is done by me, it only can be interesting. :confused2:




























Just kidding... :mrgreen:
Reason why I cut the branches is the following: I am using 227i dev build 8 to render the map later, since meshes are able to throw shadows on base of the POLYGONS. So unlike all of my previous jungle themed stuff, this will have shadows for sure. Actually I wanted to test out, if the new dark lights (lights "producing" darkness/the opposite of lights) would work for UT as well, but I did not get any newer dev, since it looks like I have been banned as tester (not kidding, I am serious). But I do not care at all... everybody gets what they deserve, sooner or later (I do not even need to have a hand in the matter) :tongue:
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Re: Screenshots

Postby editor Dave » Sun Mar 04, 2012 7:56 pm

Wow, you made great progress in modelling! The only thing that bothers me are the dark edges around the "leaf sheets". That reminds of the nice, old UT bug that can't display his trees properly...

Black lights? According to your lighting tutorial, of which you gave me the link the other day, they already exist in the editor...
Image
It's coming...
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Re: Screenshots

Postby Creavion » Sun Mar 04, 2012 8:31 pm

editor Dave wrote:Wow, you made great progress in modelling! The only thing that bothers me are the dark edges around the "leaf sheets". That reminds of the nice, old UT bug that can't display his trees properly...

Black lights? According to your lighting tutorial, of which you gave me the link the other day, they already exist in the editor...

Black lights: No, they don`t. I am talking about dots new dark lights, which work as "subtractive lights" instead of the usual "normal lights". E.g. with brightness of 100, you reduce the lighting at the selected spot (light radius, you know...) for about 100 (works even with ZoneLight). The other thing you are talking about are just lights which do not light the bsp, instead only meshes. Two different things.
Image

The modelling stuff: Well... the tree branches are based on the Tree1 mesh from unrealshare, I simply exported it as obj file and edited as like seen on the picture, here and there a litle bit scaling. The level itself also could be done in the editor as well, but it would take a lot of more time, A VERY LOT MORE TIME. I guess you like the picture more because of the ambience. :mrgreen:

The black stuff on the leafes: Sigh... obviously this is mask later anyway! Remember, I have no plans with changing of any texture. I only cut here and there because of the later mesh shadows (shadow cast).

I already knew with the Kamah tree stuff how to outsmart the engine. Meshmaker: Simply set the bsp surfaces which are supposed to be mask with the poly flag Mask (surprise?) before you make the prefabs, and by setting the mask texture during import to mask as well, the shit always works then! Take a look at Kamah if you do not believe me, you should not be able to find any plant or tree with that mask display bug. Even if I can not change the original textures here, I am very sure, the poly flag Mask on the corresponding bsp surfaces is the most important factor to make them working correctly.

Edit: Ooook, I still have access on the newer devs, so whatever, howeer the dark lights are not usable outside of 227. They simply get converted to regular ones. :sad2:
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Re: Screenshots

Postby papercoffee » Mon Mar 05, 2012 9:29 am

Creavion wrote:
editor Dave wrote:Edit: Ooook, I still have access on the newer devs, so whatever, howeer the dark lights are not usable outside of 227. They simply get converted to regular ones. :sad2:

They really don't like UT... :(
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Re: Screenshots

Postby Isotoxin » Tue Mar 06, 2012 11:15 pm

Isotoxin wrote:This will be a II-Bunnytrack map. (II stands for teammap, 2 player map. Means you need 2 players to be able to cap.)

First zone/Spawn, I know, The lighting needs rework. But, I'm paying more attention on the game-play at the moment.

Image

First room inside :

Image

Image

I'm quite happy about it already. I hope I can release in a month or two.

Oh, yeh I'll also be making another skybox, so don't worry bout that.



Well, I was cleaning my mapfolder, And I decided to keep working on this map, Although I gave it a new, fresh look, Special thanks to Crev for the awesome textures, And, If someone would give me some tips on how to lit a real big outdoor zone (first SS.), It will be appreciated.

Image
Image


(sorry for the F*cked up screenshots, my internet is F*ucked up, kinda makes me tired...)
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Re: Screenshots

Postby Saya-chan » Wed Mar 07, 2012 3:08 pm

Ahhh.... I've always wanted to use subtractive lights. They'd give some nice effects to some maps (and weapons, even) :D
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