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#61 |
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I'm not sure either, but that was a question that I would hope an admin would see and maybe PM you.
![]() Yes, the health vials and the window should be good enough.
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#62 |
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cool to read that u fixed ur problem and nice job on the armor...
...it smell the final
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#63 |
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#64 |
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Registered User
Join Date: Aug. 31st, 2009
Posts: 54
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Hey dude,
In case you where wondering about adding some cool jumpads to your map to help players orient themselves, Odedge, as release this cool "Directional Jump Pad Squares". I thought it could be appropriate for your map. Find the new feature here : http://forums.epicgames.com/showthread.php?t=702986 |
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#65 | |
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Quote:
![]() Since the mesh now clearly indicates the direction, I was able to keep the particle effect changes pretty subtle. I made the "moving squares" effect shorter (and rectangular). I made the smoke sprites smaller and made them move in the direction of the jump. The rest of the jump pads are still the same. I was thinking that the red indicator arrows were enough... ![]() ![]() Do you think also adding directional movement of the particle effect would be better? |
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#66 |
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sure it would fit better to the clean look of the map
![]() ....imho Last edited by {BFG}Bl!tz~; 14th Oct 2009 at 02:55 PM. |
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#67 |
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Registered User
Join Date: Aug. 31st, 2009
Posts: 54
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I like what you've done with the jumpad in the first pic. Personally, I would use this setup for ALL jump pad so it's constant everywhere
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#68 | |
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Quote:
I think it is worth having a distinction between pads that just get you someplace faster versus those that send you someplace otherwise inaccessible. However, that does not mean that I cannot change the look of the other jump pads to make them a little more consistent. I'm not a huge fan of the default jump-pad look anyway. |
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#69 |
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i forgot to say that i find ur jump pad modified really nice 2 and yes i was refering to the red arrow
good point to to keep them to help to "find" the jump pads....though it looks like a red pimple on yer map ....the yellow model is more discreet and the color is according with the jump pad stock color ;red and yellow so close are uggly to my eyes....it s personnal feeling and i have old eyes ............haha
Last edited by {BFG}Bl!tz~; 14th Oct 2009 at 09:39 PM. |
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#70 | |
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Quote:
I can adjust the color to fit better. I'll try that as well as a change to the jump pads themselves.
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#71 |
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any news?
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#72 |
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I've made some progress, but I have not had much time to work on it recently. I'm making the cars at street level move. I originally thought I might leave them static, but after some experimentation, I really like the effect of having them move. Unfortunately, I don't think I'll have a lot of time over the next couple weeks. After that though, I expect to finish it off pretty quickly.
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#73 |
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rator fun in the air yes?
__________________
'08 Forum Crash Survivor - I didn't join until '09, that's how I survived.
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#74 |
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Registered User
Join Date: Aug. 31st, 2009
Posts: 54
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Hey dude
![]() I finally play the last build. Great improvements & I'm happy you put some of my suggestions ![]() Something I notice is the footsteps sounds. Most of them are the default one. Proper footsteps sound is a nice touch so I suggest you take a look at all your floor material properties and assign the proper sound. Most of them can use the stone & metal sound since most of your floor are tiles based on those materials. It's a great build mate
Last edited by stevelois; 11th Nov 2009 at 06:41 PM. |
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