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[ut] Vandoras Secret Passage

For discussion and promotion of Unreal Engine single-player campaigns, mapping projects and total conversions.

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User avatar Buff Skeleton
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Post Posted: 12 Oct 2009, 16:14

Oh nice, that stuff is looking pretty good :tup: Just don't make the jumping necessity too annoying :P

User avatar Creavion
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Post Posted: 12 Oct 2009, 17:22

Don`t worry. Its mostly optional. :)

User avatar Creavion
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Post Posted: 14 Oct 2009, 13:55

[spoiler screenshot]





Spoiler text:
Its surely a pain in the ass to light out areas like this. Although I am using every known trick (Cylinderlights, Non-Incidence, Special Lit Lights, Bright Corners, High Shadow Detail) it is sometimes not enough, however I am satisfied with the result. Currently I have lighted around 2/5 of the map. Piece py piece I make progress. I hope I can finish this level at the end of the week. Maybe also an other smaller one.

[/spoiler screenshot]

UB_
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Post Posted: 14 Oct 2009, 14:49

Looks pretty unfinished from the pic (weird lighting and misaligned textures) but it's getting good.
ImageImage

User avatar Creavion
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Post Posted: 14 Oct 2009, 14:51

Lighting is a lot of gamma-uped. (unless I would not see anything) but misaligned textures? Yearh some of them, but I dont use a model program, its rather difficult so to align perfectly, I guess you mean the walls?!
I will see if I can correct some of them, but can not promise anything.

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Post Posted: 14 Oct 2009, 15:07

I must say that lighting severely breaks immersion and atmosphere, due to how fractured it is. There's probably no way around it with in the Unreal Engine 1, but perhaps you can experiment with pre-baking lighting on textures or something? Right now all those cuts in the geometry are way too obvious. Or you could try and turn the trees into meshes and apply smoothing to them..
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UB_
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Post Posted: 14 Oct 2009, 15:13

Creavion wrote: Yearh some of them, but I dont use a model program, its rather difficult so to align perfectly, I guess you mean the walls?!


Yep, the mountains. One misalignment is right visible behind the tree on the left hand side. Actually it's the only one I see there :P
ImageImage

User avatar Creavion
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Post Posted: 14 Oct 2009, 15:19

The treebarks into meshes? No way. Those things are huge.
Anyway here again a pic with more or less corrected surfaces, this is what I could do.

http://www.abload.de/img/shot0044w2su.jpg
Pic without any change. I can not see there anything, surely thanks to my old (good?) CRT.


You will ever see transitions there. You can rotate and align the brushes only in a limited way. I guess I dont need to tell you that some surfaces seems to be a little bit wrong. (like as if you would only use u or v scale).

@UBers: Ok, corrected by this way the mountains a little bit, too.

UB_
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Post Posted: 14 Oct 2009, 15:39

That new lighting scheme in the pic looks so slick. Fits more, to be honest.
ImageImage

User avatar Creavion
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Post Posted: 14 Oct 2009, 15:52

LOL, this is no new lighting. UBers. :lol:

This is - with the expection I re-aligned some surfaces - the same screenshot. Only with the difference I did not change the gamma (what I made with the previous screenshot: to 2.00). I told you, I have a pretty old CRT. I guess you know the problems with those old monitors. :)

UB_
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Post Posted: 14 Oct 2009, 15:57

Creavion wrote:LOL, this is no new lighting. UBers. :lol:


nooo oo :(
Oh well, looking forward to more updates anyway! :)
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cornel001
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Post Posted: 17 Oct 2009, 00:49

if there's gonna be that athmosphere and feeling about old/ancient unreal then thats good
Unreal addict

User avatar Creavion
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Post Posted: 24 Oct 2009, 12:25

Image
Image
>:E
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Waffnuffly wrote:Holy shit a HOUSE-SIZED BOX

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>:E

UB_
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Post Posted: 24 Oct 2009, 12:45

S3TC true ownage. I'm obviously going with them.
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User avatar shawnd123
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Post Posted: 17 Nov 2009, 13:22

wow, nice 8)

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