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Re: In the Air, by Legendslayer222

Posted: 02 May 2011, 19:40
by Legendslayer222
Not much progress recently. :/ Came to ask what is going on with this light:

Image

What is that green bit on one side of the texture? Doesn't seem to be appearing in game, but still. :o

Re: In the Air, by Legendslayer222

Posted: 02 May 2011, 20:25
by Shivaxi
lots o fog rendering on multiple surfaces will look extremely screwed up usually in the editor under software rendering...game runs it fine though cause then you're using like OpenGL and whatnot...so I wouldn't worry about it. :wink:

Re: In the Air, by Legendslayer222

Posted: 02 May 2011, 23:03
by Darkon
Legendslayer222 wrote:Image


I like the shot tho! :lol: :tup:

Re: In the Air, by Legendslayer222

Posted: 02 May 2011, 23:11
by Legendslayer222
Darkon wrote:I like the shot tho! :lol: :tup:

Yes, this area is the centre of my map. I spent hours getting it to look like a single box with nasty pink glow. :P

Re: In the Air, by Legendslayer222

Posted: 09 May 2011, 04:58
by FraGnBraG
Legendslayer222 wrote:Not much progress recently. :/ Came to ask what is going on with this light:

Image

What is that green bit on one side of the texture? Doesn't seem to be appearing in game, but still. :o


just in case you don't know what this is - if this is occurring on the edge of a polygon you have a "surface planar issue" - think of this like a "small tear in the seam"... this is actually a bad sign - rebuild that brush or grouping and make sure you have vertices are properly "placed". If you have wanky surface slants or odd slanted rotations (like if you're biezering a lot with 2dse, or doing excessive dup and rotates) you can get these. Check for disappearing, flickering or strangely "thicker" lines in 2d views. Sometimes you can fix by actor-aligning. Same issue/problem often results in textures that just won't align, or go all slurry when you resize them on the bad surface... brushes with such surfaces should be rebuilt or re-intersected, etc. if you made t hem that way :)

Re: In the Air (Working Title)

Posted: 12 May 2011, 09:49
by salsaSkaarj
jackrabbit wrote:I really like the 2nd shot alot LS222. Has a high quality stock Unreal feel to it. Nice touch with the plants.

I hadn't realised yet that this is LS222 material. Not criticising your previous work but I daresay the last year you've made great progress. Now I just have to confirm that after playing your contest map. :wink:

Re: In the Air, by Legendslayer222

Posted: 10 Jun 2011, 21:35
by Legendslayer222
News
But Bad News

Due to unexpected and as of yet unresolved things I have had less chance to map and my enthuseasm (enthusaism? enthusisam? Never mind) has been dampened. You can see where this is going: there is no way I can scrape together the rest of my map in the time left. Sorry. :cry:

This is really annoying for me too as I love mapping and this competition would make people notice my map when I released it (Unreal Grief Chapter 2 was barely touched or commented on after release :B ).

However In the Air is still there (a rhyme!) and may be completed some day.

Re: In the Air, by Legendslayer222

Posted: 12 Jun 2011, 15:34
by Teridax
Aww man. I was looking forward to playing this. :(

But speaking of UGrief Chapter 2, that reminds me that I have yet to play it on LAN. :o