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MappingHere's some preview pics of a new map I'm working on: CTF-BioReaktor. Still needs lots of work, so if it looks to simple right now, to give an idea I'm going for the level of details I have in the pic of the corridoor with the glass windows so lots of mesh work to be done (Oh fun) I'm purposely going for lots of colors, one of the things I loved about ut99 was the colorfull maps, now it's all gray and brown. Also one of the reasons I love the Babylon 5 series is the use of vibrant colors. There's also very few shadows at the moment, I'm waiting with turning thos on for walls and meshes as it makes the light rebiuld times go though the roof. Midfield reaktor, gonna have to wade though the reaktor coolant water so you move a little slow unless you find a way to trickjump over
Closeup, there' gonna be steam and shit belching out of those pipes once I have created an emitter that looks cool.:
Corridoors, these are one of the routes into the base:
Corridoor roof where you can see the outside (Which will be accessible):
Base view from level 1:
Base bio reaktor pit, don't go swimming here, you can get at the vials if you have the flag but it's easy to fall in and you don't want that
Closeup: View from top of base levels, this will be one entrance, you can grab the flag and if you get the boots you can just make it up here in 3 jumps
Like this:
That's because you'r in world space mode, switch to local space and voila!
What about Team Lighting?
Typical Blue Light Examples
Typical Red Light Examples
Grim was going to do it but he kinda disappered, don't know if he's home from uni with no internet or something and I'm dying to play this map again so I've been working on it for a couple days now and should be finished soon. I've keept it as close to the original as I could while spicing it up a little bit since it was pretty ugly, but all enhancements have been made so they don't get in the way of the original Darkside core play. Only thing I can't figure out yet is how to do the xloc teleport thing behind the base where you shot your xloc and teleport from the spawn room and end up on the top ledge, but I don't think it's imperative since only a few players used it so I'm leaving it out for version 1 of the port. Probably going to throw up a playtest version as soon as I get the last touches done. This was posted on INA by a guy named Zoo, hopefully it will help you find a cool timesaver. I know this one saved me hella time: "Want a brush already in your level to become your builder brush? Select the brush and hit "Ctrl+P" ----------------------------- START TIPS ----------------------------- If like most people you have turned this off in the editor and forgot about it here are all the tips and some are very handy. Moving, Rotating, and Scaling actors often with the widget? Use the spacebar to cycle between modes. Is that actor important to scripting? Hit "K" to toggle "Kismet References" in a viewport. What package is this asset in? Right click on an actor such as a mesh and select "Sync Generic Browser" to see that asset in the Generic Browser window. Always swapping between browser tabs? Float it! Got a floating object you want on the ground? Select it and press the "end" key to drop that object to the surface beneath it. Don't forget to "Check map for errors" periodically under the editor's "Tool" menu. Quickly add and subtract the builder brush from your level's BSP by using "Ctrl+A" and "Ctrl+S". Making rows of duplicate objects? Select an actor and hold "Alt" before dragging the object to modify the object and leave a duplicate behind (release Alt between clones). Need to place lots of a specific actor type? In the "Actor Classes" browser, select an object such as "PathNode". Not a fan of the widget? Move an actor using Ctrl+LeftMouseDrag. Rotate an actor with Ctrl+RightMouseDrag. Need a specific sized builder brush? Right click on a brush icon such as the cube to enter numeric values. In many numeric property fields you can input simple equations. Enter "512+1280-32" into a light's radius property for example. Adjusting a radius? Skip the properties window and use the "scale" widget to adjust the radius visually. Want to select a brush itself, and not just the surface? Hold "Ctrl+Shift" when you click the brush's surface. Want to see only your core BSP in a level? Use "H" to toggle visibility of everything except brushwork in a viewport. I wish this actor lived in another sublevel! Want a brush already in your level to become your builder brush? Select the brush and hit "Ctrl+P". Convert a mesh's simplified collision to a builder brush by right clicking on it, and under the "Convert" options you'll find the "Convert Collision Model To Brush" action. Want to sort your sublevels in the level browser? Select a level and use the Up and Down keys to reorganize them. Need a quick measurement? Just drag with your middle mouse button in a viewport to pull up the in-editor ruler. Box select objects by holding Ctrl+Shift when you left-drag your mouse, do the same with the right mouse button to box deselect and area. Wish you knew all the hotkeys for hiding and showing different types of actors? UnrealEd now has spinners to edit values. In most numeric property fields you can select the field, and spinner controls will appear next to the number, allowing you to adjust the value by clicking and dragging. Want to rearrange a workspace such as kismet? Many workspaces now feature docking, allowing you to better customize your working area. Wish your builder brush or volume was a solid instead of wireframe? Don't forget you can change your camera's movement speed with the three blue icons in the main toolbar. This makes navigating large maps much easier. Want to warp around your environment quickly? Place bookmarks. Organize large sets of actors into groups. Open the group browser, create a new group, name it, and everything you currently have selected will be part of that group. Want to see what your level will look like as you play? Use "G" to toggle visibility of all non-game actors. Want a quick radiosity type bounce light? Hold "Ctrl+L" and click on a surface in the preview window. Speed up your in editor navigation performance by toggling the "Unlit Movement" icon on your preview window. Want to center your viewports on a selected object? Hit the "Home" key to focus on a selected actor or actors. Lots of streaming submaps in your level? Right click on any actor and hit "M" to make the level containing that actor "current". ----------------------------- END TIPS ----------------------------- This was something I found out early on, using substractive mapping will shoot your light rebuild times though the fucking roof, a 2 room map with some static meshes will take minutes in substractive mode even on my quadcore, same map in additive mode takes seconds to build. It's very easy to get used to additive, just start with a brush to stand on, add a light, then go to staticmeshes and open package UN_Sky, select one of the skydomes, add it to the middle of the world, hit space to get the rotation widget, hold down ALT to copy and rotate 180, rebuild and start adding shit to your world. I just found this out. In any field where you can enter numerical values, like the brush builder dialogs, you can enter equations, for example say you want to create a brush, the main room is 512, the wall is 32, enter 512+32 and hit enter and there's your number. And don't forget about the measure tool it's a godsend. Click with the middle mouse button from where you want to measure, then drag and you get a line with a number that shows how many units the line you draw is. The mapping tutorials are amazing and covers EVERYTHING in detail. After watching I'm up and mapping in no time again. I was seriously rusty but the videos helped tremendously. Watch out because TwistedThorns, TroubledWaters and Deathcamp are making a comeback soon Also, the new editor has some many speed enhancing things it's a delight to work with. Just an example, remember how much of a pain it is to position a spotlight? Will now you can turn the spotlight into a sort of camera so you'r looking out of the spotlight when positioning it, so fucking cool. Get the edition with the tutorials, it's WORTH IT, there's over 10 hours of video tutorials showing everything you need to know. |
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