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Posted: 11 Jul 2009, 01:38
by Sarevok
Footprints are actually a good idea, but to make them look good I think they would have to be decals over brushes, which I don't know how to make.

Posted: 11 Jul 2009, 07:28
by redeye
Sarevok wrote:Footprints are actually a good idea, but to make them look good I think they would have to be decals over brushes, which I don't know how to make.


Learn something new every day, right? :tup: :)

Was thinking, it would be a great give-away for a secret or a trap.

Posted: 11 Jul 2009, 09:36
by Buff Skeleton
Couldn't you use translucent or modulated Panel actors with the texture of choice?

Posted: 11 Jul 2009, 22:08
by Sarevok
Waffnuffly wrote:Couldn't you use translucent or modulated Panel actors with the texture of choice?


You lost me there Waff, not sure what you mean.

Posted: 11 Jul 2009, 22:40
by ividyon
there's a decoration actor named Panel
basically it's just a flat square mesh
you can adjust the size etc. and assign a decal texture. that way you won't have to make a "real" decal

Posted: 12 Jul 2009, 00:44
by Mister_Prophet
The problem with the panel idea is that, it's a mesh...and generally when you place place meshes on or around terrain, they can clip easy...and for certain computers they will most definitely stand out.

Then again, these might be negligible deterrents when posed with the alternative, which is setting up modulated sheets that may more than likely unlock BSP hell. Or not, depending on how lucky and how crafty you are.

The best you can do is get a coder to code footprints for you for pawns, and have the decals on standby. But that's only if you can get all these assets together in the time given to you, which is not much.

Posted: 12 Jul 2009, 03:43
by Sarevok
Thanks for the info Prof and sana. Due to time constraints I'm not even going to attempt it, only 3 weeks left zOMG! :o

Posted: 24 Jul 2009, 00:59
by Sarevok
Image

Posted: 24 Jul 2009, 01:03
by Sarevok
Just an update. Map is about 80% done, 2 sections left to build and then it's gameplay/testing. I'm experimenting with zone lighting, not sure if I'm going to keep it. Skybox is still incomplete. I honestly don't want to release this for the competition, you'll see when you play it. I think it would be better released as the map I intended it to be...but whatever :B

Posted: 24 Jul 2009, 03:04
by zbreaker
Shot looks quite nice actually :tup: . It is after all a speed mapping event.

Posted: 24 Jul 2009, 14:12
by Legendslayer222
Wow... the new picture looks wow.:tup:

Sarevok wrote:I honestly don't want to release this for the competition, you'll see when you play it. I think it would be better released as the map I intended it to be...but whatever :B


Release it for the competition, then go back & make a full version for outside the competition. :wink:

Posted: 24 Jul 2009, 15:51
by Sarevok
Legendslayer222 wrote:Wow... the new picture looks wow.:tup:

Sarevok wrote:I honestly don't want to release this for the competition, you'll see when you play it. I think it would be better released as the map I intended it to be...but whatever :B


Release it for the competition, then go back & make a full version for outside the competition. :wink:


Yah that's what I'll probably end up doing, as there's so much more I can do with this map. What do you guys think of the zone lighting? :tup: ? :tdown: ?

Posted: 24 Jul 2009, 16:13
by ividyon
I'm not sure if I can rate it with that huge contrast to the unfinished sky texture in mind :s
edit: :x filters to a smiley I absolutely didn't have in mind, argh

Posted: 24 Jul 2009, 16:47
by Sarevok
lol yah that sky texture is horrible, I'll try to update it later today

Posted: 24 Jul 2009, 17:28
by Legendslayer222
sana wrote:I'm not sure if I can rate it with that huge contrast to the unfinished sky texture in mind


Yes, a bit odd, having that bright sky & that evening lighting together. But the windmill looks good. :tup: