Could be asleep, typing random messages instead.

Myst to Unreal

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

Moderators: Semfry, ividyon

User avatar BuddhaMaster
Skaarj Assassin Skaarj Assassin
Posts: 130
Joined: 16 Mar 2011, 02:41

Subject: Re: Myst to Unreal

Post Posted: 24 Apr 2011, 00:38

What to do, when creating a small detail like a numpad?

Soon you will end up with heavy vertex snapping to bsp, even with lowest grid setting.
[*]Intersect and/or turning brush to non-solid?
[*]Turning it into a mesh?
[*]Somehow override the "snapping"?
[*]Semi Solid?

ebd wrote:
I wonder what's more effective: Terrain-Tool (Terrain Brush) or tessellated cubes-
I never did the second one. Whats that exactly? arranging various sized 'bTessellated' on, cubes and moving each vertical vertex manually? But what's the downsize...

To modify what I wrote in a different thread not too long ago: I generally use several tessellated cubes (several of uniform size, say 256x256x256) to build out a very rough shape of the terrain I need. I then intersect it into a single brush and vertex edit from there....


If you create a terrain, wouldn't you always stick to a seamless breakup? Therefore end up with what Terrain-Brush delivers?
My problem with tessellated cubes is this situation:
Image
Maybe someone is kind enough to show me the real advantage of tessellated cubes?

User avatar ebd
Trustee Member Trustee Member
Posts: 442
Joined: 05 Apr 2008, 19:08
Contact:

Subject: Re: Myst to Unreal

Post Posted: 24 Apr 2011, 02:03

BuddhaMaster wrote:What to do, when creating a small detail like a numpad? Soon you will end up with heavy vertex snapping to bsp, even with lowest grid setting.

Vertex snapping can disabled, in UEd 2.x at least. Also you could always build things bigger then you intend and then scale them down to fit. Meshes and semi-solids are both good depending on what you want/need.
BuddhaMaster wrote:If you create a terrain, wouldn't you always stick to a seamless breakup? Therefore end up with what Terrain-Brush delivers?

In theory anything you could create with one layer of cubes could be created with a the terrain brush. But what happens if you use more then one layer? There are many shapes which would be either very hard or outright impossible with the terrain brush.

Consider: (.unr available upon request)

Shape 1 and 3 are two cubes, shape 3 is five. If you are using a terrain brush to model your entire terrain you could create a reasonable facsimile of them. Shape 2 is just impossible with a terrain brush. Set to semi-solid in this way they also create nice and clean BSP.

Caves are another issue too. If you needed the interior of a cave how exactly could create that with a terrain brush? With tes-cubes it is handled just like anything else.

Use whatever method makes you happy though.

User avatar Tarydax
Skaarj Elder Skaarj Elder
Posts: 1052
Joined: 11 Apr 2009, 04:10

Subject: Re: Myst to Unreal

Post Posted: 24 Apr 2011, 19:33

I would like to take a look at that .unr. :)
Image

User avatar ebd
Trustee Member Trustee Member
Posts: 442
Joined: 05 Apr 2008, 19:08
Contact:

Subject: Re: Myst to Unreal

Post Posted: 24 Apr 2011, 22:22

Teridax wrote:I would like to take a look at that .unr. :)

tescube_224.zip

User avatar Tarydax
Skaarj Elder Skaarj Elder
Posts: 1052
Joined: 11 Apr 2009, 04:10

Subject: Re: Myst to Unreal

Post Posted: 25 Apr 2011, 00:13

Thanks!
Image

User avatar BuddhaMaster
Skaarj Assassin Skaarj Assassin
Posts: 130
Joined: 16 Mar 2011, 02:41

Subject: Re: Myst to Unreal

Post Posted: 26 Apr 2011, 12:01

tessellated cubes looks very interesting!

random snapshots:

Image
Image
Image Image
Image

User avatar BuddhaMaster
Skaarj Assassin Skaarj Assassin
Posts: 130
Joined: 16 Mar 2011, 02:41

Subject: Re: Myst to Unreal

Post Posted: 05 May 2011, 14:19

Planetarium outside:

Image

Island 0.6 dock view
Image
and imager room projection pool
Image

User avatar Darkon
White Tusk White Tusk
Posts: 2239
Joined: 12 Nov 2007, 15:11
Location: P46153

Subject: Re: Myst to Unreal

Post Posted: 05 May 2011, 19:44

starting to look REAL nice! :tup:
Never trust a Dutchman in a tulip fight.

User avatar Terraniux
Skaarj Lord Skaarj Lord
Posts: 159
Joined: 01 Mar 2011, 23:19
Location: Planet Earth, Zodiac constellar system.
Contact:

Subject: Re: Myst to Unreal

Post Posted: 06 May 2011, 11:35

idd very nice buddamaster, compare them :D

Image

Image

keep up the good work!

User avatar Shivaxi
Gilded Claw Gilded Claw
Posts: 1916
Joined: 24 Jun 2008, 19:51
Location: Behind You! =P
Contact:

Subject: Re: Myst to Unreal

Post Posted: 06 May 2011, 18:52

duuuuuuuude...this looks amazing so far ^^
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 BuddhaMaster
Skaarj Assassin Skaarj Assassin
Posts: 130
Joined: 16 Mar 2011, 02:41

Subject: Re: Myst to Unreal

Post Posted: 06 May 2011, 19:35

What is that screenshot? The only games I know with Myst Island ind 3d are RealMyst and Myst V. Only Myst V has such bright lightings and the island looks pretty cool. Your screenshots looks like overdone by sharpening filter.


Question: How can I make a trigger loop?
*Edit*Allright, StochasticTrigger will solve most of my random trigger events.
But I'm still wondering about how to repeat events after x seconds?



Personal referendum:
-Cricket sound at night

User avatar Terraniux
Skaarj Lord Skaarj Lord
Posts: 159
Joined: 01 Mar 2011, 23:19
Location: Planet Earth, Zodiac constellar system.
Contact:

Subject: Re: Myst to Unreal

Post Posted: 24 May 2011, 16:23

"What is that screenshot? The only games I know with Myst Island ind 3d are RealMyst and Myst V. Only Myst V has such bright lightings and the island looks pretty cool. Your screenshots looks like overdone by sharpening filter."

I googled: Myst Island :D Copied the image url and pasted it here :wink:

User avatar zacman
Skaarj Warlord Skaarj Warlord
Posts: 690
Joined: 23 Jun 2009, 02:51
Location: Under your bed with a Chainsaw

Subject: Re: Myst to Unreal

Post Posted: 22 Jun 2011, 04:50

Nice! I kinda liked myst, although I never finished it (I played it on my ancient computer that had no sound card, so when I reached the rocket, I was kinda screwed) Maybe I still have the old disc around somewhere...
ImageImage

Code: Select all

(11:32:26) Shivaxi: i love fat girls

Code: Select all

(03:01:24 PM) <+All_Rights_Reserved> i'm not masturbating

User avatar Darkon
White Tusk White Tusk
Posts: 2239
Joined: 12 Nov 2007, 15:11
Location: P46153

Subject: Re: Myst to Unreal

Post Posted: 24 Aug 2011, 17:08

Any updates on this?
Never trust a Dutchman in a tulip fight.

bob
Skaarj Lord Skaarj Lord
Posts: 205
Joined: 23 Apr 2011, 02:24
Location: USA
Contact:

Subject: Re: Myst to Unreal

Post Posted: 30 Apr 2012, 23:57

I dont exactly wanna just post in a 10 month old topic ,
But I was interested and just remembered to check on this ,
But it 6 months since the last post so i guess the project's been abandoned...

This ever gonna happen?
Did issues come up and work ceased?
I thought maybe someone in the forum perhaps knew what happened.

Im sure some of us had our hopes that unreal would get another cool map.
Having this even as a 'demo' map say a intro replacement would have been awesome.

Previous Next

Who is online

Users browsing this forum: No registered users and 21 guests

Copyright © 2001-2024 UnrealSP.org

Powered by phpBB® Forum Software © phpBB Limited