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[u1] Nature Temple

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nikosv
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Post Posted: 03 Sep 2009, 20:43

How's the development going? Any news?
Current Project: None. WTFs2 had to go to sleep, RIP.

I still sometimes sculpt PS2-style terrain by hand with Blender 3. Some passions always linger.

User avatar Nalisavior
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Post Posted: 26 Jan 2010, 05:15

anything new?

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Subject: Re: [u1] Nature Temple

Post Posted: 07 Apr 2011, 00:39

Image

After pondering quite the time about the map (I will redo some parts since they don't look really good) and with the recent release of the 227g patch, I am considering moving the project as a 227g one, mainly because it has something that might be really useful for this project: Distance Lights. That's it, lights that have a radius beyond 255. So if there isn't anything like that for UT, Nature Temple might move as a 227g exclusive. If I do said switch, I could also implement other 227g-only goodies.
Image

nikosv
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Subject: Re: [u1] Nature Temple

Post Posted: 08 Apr 2011, 15:54

Is the lighting really that unusable right now? I wouldn't suggest making it 227-exclusive unless there are other significant reasons for making the switch.

Good to see that this is still alive.
Current Project: None. WTFs2 had to go to sleep, RIP.

I still sometimes sculpt PS2-style terrain by hand with Blender 3. Some passions always linger.

User avatar Jet v4.3.5
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Subject: Re: [u1] Nature Temple

Post Posted: 08 Apr 2011, 17:44

Shiv had an idea for one of his levels that you might try. Just build it all in 227g, and once you're done with your final lighting bake, just delete all of the distant light actors you used in the level, and the light produced by them should still be there. A bit of a hack, but it should work once you're ready to finalize the map.
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User avatar Rarsonic
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Subject: Re: [u1] Nature Temple

Post Posted: 08 Apr 2011, 19:29

LOL_PEANUTS wrote:Is the lighting really that unusable right now? I wouldn't suggest making it 227-exclusive unless there are other significant reasons for making the switch.


I'll be using pretty big "rooms" so I don't think standard lighting doesn't quite cover it. I could use ZoneLighting (as I was) but then I must use cloudy weather (ZoneLighting isn't very bright) or nighttime in all environments.

PS: Nice idea, Jet. I should at least attempt it if I need.
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Subject: Re: [u1] Nature Temple

Post Posted: 08 Apr 2011, 20:29

Alternately, you could just use 227g and receive access to a load of amazing features that goes beyond distance lighting!
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Subject: Re: [u1] Nature Temple

Post Posted: 08 Apr 2011, 21:18

sana wrote:Alternately, you could just use 227g and receive access to a load of amazing features that goes beyond distance lighting!


Of course! I already said that in the bump post. :P

Also a 227 exclusive might be also an extra incentive for that patch. Then again, many 227g features might be also coming for UT once the Dead Cow and Red Nemesis projects get released.
Image

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Subject: Re: [u1] Nature Temple

Post Posted: 09 Apr 2011, 21:30

I still gotta release that interview of Rarsonic talking about Nature Temple lol...was meant to be included in the 2nd Unreal Podcast...
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Subject: Re: [u1] Nature Temple

Post Posted: 09 Apr 2011, 23:36

Shivaxi wrote:I still gotta release that interview of Rarsonic talking about Nature Temple lol...was meant to be included in the 2nd Unreal Podcast...


It might be somewhat outdated, though. I don't remember the details about it.
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Subject: Re: [u1] Nature Temple

Post Posted: 20 Apr 2011, 01:39

Bump again to inform this project has definitely moved as a Unreal 227 project due to the patch's technical features, such as directional uniform sunlight and static meshes.
Image

User avatar TheIronKnuckle
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Subject: Re: [u1] Nature Temple

Post Posted: 20 Apr 2011, 03:07

Oh no... static meshes are invading my unreal mods! It's going to turn the classic into UT2003! :lol:
But nah, it'll be good to see what you do with them.
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User avatar Shadow
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Subject: Re: [u1] Nature Temple

Post Posted: 18 May 2011, 20:17

Rarsonic wrote:Image

After pondering quite the time about the map (I will redo some parts since they don't look really good) and with the recent release of the 227g patch, I am considering moving the project as a 227g one, mainly because it has something that might be really useful for this project: Distance Lights. That's it, lights that have a radius beyond 255. So if there isn't anything like that for UT, Nature Temple might move as a 227g exclusive. If I do said switch, I could also implement other 227g-only goodies.

the SDK has it btw

User avatar Shivaxi
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Subject: Re: [u1] Nature Temple

Post Posted: 19 May 2011, 03:47

oh ffs...I'm probably never going to do the Unreal Podcast 2...so here...

http://www25.zippyshare.com/v/16959016/file.html

I know...I sound retarded...I don't even care XD. Rarsonic's music kicks ass btw. \o/
http://img836.imageshack.us/img836/9950/shivavatar2.jpg Image

Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.

User avatar AndryxaXP
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Subject: Re: [u1] Nature Temple

Post Posted: 10 Aug 2012, 13:57

nice :o

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