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View Full Version : Truly playable outdoor levels and tutorials, no extra hardware necessary.


bastard_o
27th Mar 2000, 02:13 PM
I will be constructing a step by step guide with all instructions for additional software and supporting images necessary to guide you thru the complete process of making levels like XX-Terrain, XX-HillBase & XX-BridetooFar.

You will not need to go out and buy the latest PIII 550 processor to run them on either.

I do believe that I did promise this guide a few months ago... but I have been very busy with Infiltration work.

All of my raw material has been out there for a year, I just need to remember how I did it.

Please check this link http://www.planetunreal.com/realworld/ from time to time.

The html won't be pretty but hopefully the information contained within may be of use.

Bastard'O


[This message has been edited by bastard_o (edited 03-27-2000).]

Andirez
27th Mar 2000, 02:47 PM
Looking forward to your tutorials Bastard'o /infopop/emoticons/icon_smile.gif

BTW. Thanks for all the info you gave me so far

Gunslinger
27th Mar 2000, 02:49 PM
Geez people this is suppoesed to be fun. IMHO if the map a person makes in fun or looks good to them, then thats what it all about. Right?

Paralax
27th Mar 2000, 03:34 PM
I am not too worried about the personal issues going on...I will decide for myself what style is better (according to my own opinion). But I have to say judging by how often I play Terrain and how much time I spend oogling over the outdoor environment in this level that if Omen has provided some motivation to Bastard_O to give up some tutorials then we all owe him some thanks. The more tutorials the better IMHO...especially if they come from people who make awesome maps. Got my thinking cap on already.

------------------
That would be me...gettin' fragged.

bastard_o
27th Mar 2000, 08:46 PM
Very nicely put everybody, love your comment Paralax interesting train of thought.

Follow the link...

Page one done, be it rough and ready the info is there, tommorrow a tidy up, better images, spelling corrected maybe and the planning stage, I will try to do a page a day until a logical end has been reached, should keep me busy... and happy, roll on 2.8 keep them inf levels cooking guys...

Hey, Gunslinger I couldn't agree more.

Bastard'O

bastard_o
28th Mar 2000, 12:17 PM
Page two "Plasma clouds and image sourcing"
http://www.planetunreal.com/realworld/terraintutindex.html

Bastard'O

bastard_o
28th Mar 2000, 04:33 PM
Hey guys as this tut stuff is rather real-time I could use some real-time feed-back ie. It is understandable, I am going to deep, not deep enough, does it make sense, can I flesh out this area or that etc etc..

Feed back would be great... lots more to come btw.

Bastard'O

bastard_o
29th Mar 2000, 12:57 AM
Page four "Construct terrain brush" completed

The brush here will be the base for my next level...

http://www.planetunreal.com/realworld/terraintutpage04.html

Page five "Importing the terrain into the editor" completed
http://www.planetunreal.com/realworld/terraintutpage05.html

Bastard'O


[This message has been edited by bastard_o (edited 03-29-2000).]

[This message has been edited by bastard_o (edited 03-30-2000).]

bastard_o
31st Mar 2000, 12:35 AM
Cool stuff coming next that you could apply to UnrealEd in general...

Some tricks that I have learnt will be in page 06 of the tut... poly count reduction and vertex adding with ease for that easy split texturing problem..

Bastard'O

Andirez
31st Mar 2000, 07:07 PM
Well, here's what I think of it so far :
* The tutorials are easy to understand and screenshots are applied appropriately. I don't know that they are easy understandable for an unrealed beginner but hey, you shouldn't start your mapping career with stuff like this
* I didn't thought at all that the image import function of TerraEdit was that powerfull /infopop/emoticons/icon_smile.gif
* The brown text is a bit hard and annoying to read with the brush from xx-Terrain on the background

in general :
I like the tutorials very much !

Mr. T
31st Mar 2000, 07:25 PM
Well, if I had any unrealed/mapping experience, I might say: "Hey, those tutorials are very informative, well written, and have been a significant help towards improving my ability to continue creating quality maps in the future."

But since I'm pretty wet behind the ears I'd have to say: "Ahhhh! I have no clue what the hell you are talking about. I feel completely overwhelmed, bewildered and confused, and have lost all hope for my mapping future."

Well, not quite all hope, since I'm becoming very determined not to give up. I can be very stubborn, you know. Unfortunately, I think the rest of my hair is going to fall out soon.

bastard_o
1st Apr 2000, 02:37 AM
Thanks for your comments guys...

The concept can be applied big or small, just have to start easy, I did... you can make a little image 8x8 just to get a little patch of terrain, import it chop it here and there with de-intersection, to achieve the same effect within the editor alone can be a pain, just to get some nice undulating ground effect, getting those nodes to match up..

I have a complex brush/intersection/de-intersection tutorial 99% done this will help with some UnrealEd features that aren't commonly used, also I understand that excellent 2d Shape editor tool a bit better now, I plan to do a tut for that also...

I feel the need to pass on what I have learnt about UnrealEd so far, before my brain losses to many grey cells /infopop/emoticons\icon_wink.gif

Any questions or if any thing is unclear just ask them here, I'm not to bad at most level geometry stuff brushes and the like.

Level lighting and texture selection, hummm I need to get better at those skills /infopop/emoticons\icon_wink.gif so don't ask me about those...

The more of us going this level editing stuff the merrier IMHO, we need more levels that fit the Infiltration mod.

Looks like we got all the skins we need check-out realmaps, excellent work C Buzz.

The Unreal Engine isn't going to disappear for a long time, nor the Infiltration team, nor me for that matter...

Bastard'O

[This message has been edited by bastard_o (edited 03-31-2000).]

bastard_o
6th Apr 2000, 11:42 PM
The step by step guide gains another important page IMHO

UnrealEd Terrain brush manipulation.
Unnecessary polygon removal.
Pros and Cons of polygon removal.
http://www.planetunreal.com/realworld/terraintutpage06.html

more to come...

Bastard'O

bastard_o
7th Apr 2000, 10:48 PM
An old tut I tweaked...
http://www.planetunreal.com/realworld/complexbrushes.html

again hopefully some use to someone.

Bastard'O

bastard_o
7th Apr 2000, 10:57 PM
Found some cool tutorials from Wolf http://www.planetunreal.com/realworld/wolf_logo.gif
http://unreal.gamedesign.net/tutorials/3/wolftut3.html

The 2D Editor was the one that caught my eye.

Bastard'O

I'm gonna get a flaming folder all by myself if need be..... lol lol

Andirez
8th Apr 2000, 09:04 AM
Indeed a damn good 2d shape editor tutorial.

bastard_o
10th Apr 2000, 01:54 AM
Miscellaeous brush & UnrealEd tricks & tips hopefully some more useful stuff.

The tuts role on more to come, sorry if this is getting boring in any way...
http://www.planetunreal.com/realworld/misscelltttut.html

Additional...

Guys I need feed-back on these tuts, it is useful or not, to detailed, not detailed enough, make sense... etc.

Bastard'O


[This message has been edited by bastard_o (edited 04-10-2000).]