Screenshots

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Re: Screenshots

Postby papercoffee » Wed Jun 27, 2012 8:19 am

STOP!!
No Double Posts ... read the rules please!
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Re: Screenshots

Postby EvilGrins » Tue Jul 03, 2012 7:16 am

On a lot of forums I'm on I started variations of the "Screenshots for Fun" thread. Not for any particular project or anything productive, just for the heck of it. Which is what this is from:

http://www.unrealsp.org/forums/viewtopi ... 930#p53930

That kicked off a lot of silly comments, which actually did kick off a project. Just one I haven't specifically got anything to put on yet. So far I've just been making Skaarj skin textures:

Image

Plus the ones in the initial screenshot, I've made an orange one and a purple one. Trying to remember how many other basic normal colors there are, may have to swing by a toy store and take a look at a kid's beginning case of crayola crayons. Intention is to set it up so each one pops up in the textbox as a "Skittle" and reduce them to about, in UT scales, about boot size.
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Re: Screenshots

Postby jaypeezy » Wed Jul 04, 2012 9:08 pm

A little theme I've been trying to improve upon gradually. This would be the second version, I might just go ahead and make a third one now that I've discovered the magic of cube-based geometry. The "Brute Factory:"
Image
In the middle of the map, relatively inaccessible to players/bots - a platform with a rotating ring of portals, which lead to one of four points equidistant from the center corresponding to the color of the portal. The funky-colored tube, thanks to the BlockAll actor, separates players/projectiles from the spawning brutes/skaarj until they (brutes/skaarj) can hit a portal. Gotta keep that node count down any way possible, I guess. Also it looks cool! Notice the door covered in that warning stripes texture...
Image
One of the four platforms, the blue one. So, if a pawn falls on the blue portal, it will end up over here.
Image
Remember that warning stripe-covered door from the first image? There are two buttons like these in the map across from each other diagonally. When pressed, the green changes to red, and that door shuts quickly, trapping whatever pawn might be spawning and pressurizing it. Because it is being pressurized, this counts as a frag for whoever hits the button. Bots know to hit the button as well, using TrapSpringer points to lead them to the buttons. Beside these button stations are just plain vanilla sniping posts.

I don't really plan on releasing these because they're really plain and boring geometry wise and nobody likes that, though I keep the maps that way for a reason.
papercoffee wrote:
Creavion wrote:Low quality highres textures. :ironic2:

Sounds like ... healthy burger or trustworthy politicians... :mrgreen:
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Re: Screenshots

Postby EvilGrins » Thu Jul 05, 2012 11:00 pm

After the last map edit I did it was stressed how important it is to get permission from the creator of the maps I edit, which I'm all for it I can find whoever it was. Right off the bat, right from that point, I asked one of the two people in that thread if I could work on one of his.

This one:
https://sites.google.com/site/fragnbrag ... ssimilated

FraGnBraG said it was cool and I'm setting up to do it. My only intention here is to make it into a DM map and re·texture the Borg. Back when he made it, we discussed this months ago when I found out he made the map, I asked why he didn't skin the Borg with Borg skins. He told me he couldn't find any Borg skins.

Over a 5 year stretch, a long time back, I collected 3 different sets of Borg skins (I'm a geek, sue me) and in the Borg tradition I combined the 3 of them, along with making another made from those. Old skins I'd collected I got rid of I "assimilated"...

Image
viewtopic.php?p=30703#p30703

...before you ask, I don't think the people that made those skins are still available for asking about them.

Toying with using two sets of Borg skins. For the Borg in the alcoves I'll give them one set, along with different faces, and I'm thinking of adding playerbots so there are Borg on the map who will attack players... I just need to find a way to make the Borg not fight each other, no matter what gametype the map is played in.
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Re: Screenshots

Postby Dr.Flay » Fri Jul 06, 2012 12:04 am

You can only hunt so far, but as long as you can credit the original authors anyway, that will do.
I think you need to give them the same "TeamTag" in the pawns properties.

and don't forget to check the textures are using the "LOD" for skins :tu:
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Re: Screenshots

Postby EvilGrins » Fri Jul 06, 2012 1:02 am

LOD?
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Re: Screenshots

Postby Dr.Flay » Fri Jul 06, 2012 4:43 am

Sorry, that is bad of me. I try to avoid acronyms as it helps avoid confusion.

The "Level Of Detail" setting in the properties of the texture.
It was discussed here (with screenshots)
viewtopic.php?f=34&t=3981&start=15#p39193
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Re: Screenshots

Postby EvilGrins » Fri Jul 06, 2012 5:57 am

Ah... I see.
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Re: Screenshots

Postby Peppers » Sun Jul 08, 2012 12:13 am

Hey guys, this is Timekeeper aka 'Peppers'. I haven't been in the UT99 Mapping scene since early 2008 and I decided the other day to dust off my editor and get to work. I'm sure some of you play BT and have in fact played one of my previous maps CTF-BT-TK, it wasn't the greatest map but my new project CTF-BT-TK2 hopefully will bring redemption. Anyways, enough chitchat, here are the first 3 rooms. Pics:

(Decided not to embed due to size)

CTF-BT-TK2

http://imgur.com/a/73qwS

As you can see the map is still in need of much work, Skybox, Overall Lighting Improvement and something to break up the walls from the sky. As always, comments, criticism, advice are always welcome. Thanks for looking.
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Re: Screenshots

Postby papercoffee » Sun Jul 08, 2012 12:54 am

Peppers wrote:...(Decided not to embed due to size)...


hmmmm... well 55,36 KB is not that much...

Image

Nice architecture ...somehow I like the dark sky-box.
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Re: Screenshots

Postby Peppers » Sun Jul 08, 2012 1:23 am

Haha, seems I messed up with aligning those very outside pieces of the pillars the lead into the arch. And for some reason when I attempted to upload them the original time it was 1900x1200 which wouldn't fit. The images were cut in half.
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Re: Screenshots

Postby EvilGrins » Sun Jul 08, 2012 2:07 am

I like it Peppers... but shouldn't the obelisk not be in the archway? That sort of thing is more a center of the room thing, as archways tend to be a bit narrower. How much walking room is on either side of that thing?
Dr.Flay wrote:You can only hunt so far, but as long as you can credit the original authors anyway, that will do.
I think you need to give them the same "TeamTag" in the pawns properties.

That's gonna take some tracking. I've had these skins, most of them, over a decade, and I didn't pay attention back then to who made what originally.
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Re: Screenshots

Postby Peppers » Sun Jul 08, 2012 6:18 am

The map is very large, I want to say the distance between the Obelisk and the outter Arch Base is nearly 256 units. However I could be wrong, I'd need to check (Possibly 128). It's only the spawn room, but I do understand what you're saying.
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Re: Screenshots

Postby Dr.Flay » Sun Jul 08, 2012 7:55 am

@Peppers
Depends whether you want a choke-point. It is good for an entrance. Easier to defend and ambush from.
I like it where it is. good for a flag-room as well.

@EvilGrins
If you don't have the archived files, no you are unlikely to have the read-me's, unless you installed with UMODs. I which case you will find some in the root UT folder, the Help folder and the UT/System folder.
Other than that, you are going to have to post a list (they not in that skins torrent?) and start DLing :(
On the up-side you'll have a bunch of original skins that can be put into UT-Files etc.
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Re: Screenshots

Postby Creavion » Sun Jul 08, 2012 9:07 am

Solid stuff. You can not find something like that that often in todays maps anymore ...
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