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#21 | |
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Wow that looks fantastic.
So glad I clicked on this thread now! Will go check it out.
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#22 | ||||||
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. And you're right: this is a VCTF map through-and-through (the breaking glass floors would be pointless if your enemy could just translocate back up to higher ground ). To avoid spammy vehicle combat in the middle, try taking vehicles up the stairs at the back of the middle station, or through the back of the fountain as different routes for getting into and out of the enemy base!About the underside, yep! There's actually a way out! If you follow the structure it'll take you all the way to a jumppad that will put you well into the back of the enemy base (pretty close to the flag). It's ideal as a stealthy entrance point, but, you're right, it can also make a good flag escape route if you have jump boots and shoot out the glass above you in the middle there. Try it out! Quote:
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).Ha ha, although we had to pull some really late nights near the end, we just managed to get it in on time. Heh, I can tell you after that deadline passed, I slept for 12 hours straight to catch up .
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#23 | ||||
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Hey everyone - thanks for all the great feedback on this map. A lot of time went into this project, and its comments like these that really make such effort worthwhile. Thank you!
A couple of people have been noting that the ambient audio is a bit loud; this is apparently a sound-card brand issue (the ambient audio is actually a little too quiet for my own laptop). We'll look into some adjustments for version 1.2, but we want to let things settle down before we crack this project open again! Quote:
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. I have access to a world class lighting tool, and have spent a lot of time publishing pureLIGHT content into Unreal. Can you can you blame me for making a very lighting-centric map? ![]() Quote:
We have used pureLIGHT in house for over two years now, and are just now working through the process to get it out into the world as a product for the games industry. We just closed a major deal to this regard, and the details should be posted on the pureLIGHT site sometime in the next couple of weeks. In the meantime though, you can send any inquiries related to pureLIGHT through the contact page of the pureLIGHT website. Quote:
Thanks again! |
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#24 |
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Honestly amazing. I love the lighting is really good. And the architecture of the map leaves you with your mouth open. Good work!
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#25 | |
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Registered User
Join Date: Feb. 3rd, 2008
Posts: 104
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Anyway, I'm sure you'll do great in MSUC because I don't think I've seen a single stock asset besides gameplay items. Both you and _N_ did a great job with the breaking glass and the forcefield buttons, and I believe it's implemented so well that even competitive gamers would welcome this map. |
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#26 |
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I'm sorta new to Max and would love to see a tutorial about how you did the modeling.
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#27 | |
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The best piece of advice I can offer, in regards to learning things like Max, is simply practice. Everyone was a newbie once, and the only difference between the newbies and the experts are the countless hours spent slaving away in some toolset or another. I'll see what I can do in regards to a general "making of" video or tutorial - but until then, if you have any specific questions regarding this map, feel free to send me an e-mail or PM. Thanks again! A |
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#29 |
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Alright, I played around a bit in the map and it's quite fun but there's just two things that I found. If you stand in the way of respawning vertical glass, you get stuck in it until you break it. Shouldn't it wait until you move like a respawning car should?
Also, grenades don't seem to break the glass when they explode. That's it.
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#30 |
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Registered User
Join Date: Mar. 4th, 2009
Posts: 9
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absolutly amazing!
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#31 |
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Registered User
Join Date: Jun. 24th, 2008
Posts: 18
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Wow! Amazing!
Those visuals should be reused for a total conversion mod... |
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#32 |
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Me wants DM version...
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#33 |
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Registered User
Join Date: May. 18th, 2009
Posts: 5
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I liked you map so much, that i made a clip about it on youtube. You can find it here:
http://www.youtube.com/watch?v=qW-ZPZFRtG8 Hope you like it
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#34 | |
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Good luck with your project. I kind of envy it as I am a fanatic of clean and white-ish maps (Ask everyone here D: ). Being a somewhat novice-experienced modeler myself, I think I could pull up something really interesting with such lighting system. I'd be curious to see it implemented for something else, like much darker surfaces and so on, or yet even better, Ambient Occlusion. But it definitively work on white. How long was the rendering for Hanging Gardens on that dual core CPU?
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#35 |
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Registered User
Join Date: Feb. 3rd, 2008
Posts: 104
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Do people use splines to make curved walls? The only tutorials I see using spline are to make some cylinder type of object.
I make curved walls via the bend modifier and a box, but it seems that its pretty limited on what I can do. I'm just a total noob at modeling in Max, and I don't really know any community sites with good tutorials on game meshing. |
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#36 | |
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! If I had a dime for every time I "accidentally" did that myself... Any chance of seeing an HD version? (I didn't see the option there anywhere...).Thanks again! very nice! |
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#37 | ||
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pureLIGHT is iterative, and can work on sub-selections and inviduals meshes So, for this scene (with all the expensive object light sources) a single pass is ~ 15 minutes on my laptop, but any change I wanted to preview would take about 1 or 2 minutes on its own. (during this time, you can actually see the bake happen, so if something is wrong you usually know in 30 seconds or less). This quick preview process lets me get the lighting perfect, at which point I setup a bake overnight. I cheated a bit by letting the final bake use a few of the quadcores at my office, but as _N_ can attest to the first stage lighting he saw was fairly resolved and that was a single night on just my laptop. Because of the iterative process, you can start and stop a bake several times; this scene could have easily been done over 3 nights on just this laptop, with usable results after the first session. (the ability to bake individual meshes is also a big deal, as I had finished the bar early on and basically didn't need to touch it for the rest of the project. I also had to change some of the flagbase areas, and could bake thouse without needing to rebake the struts, floor, etc). We will be putting up a workflow video on the pureLIGHT site in the next week or so. As for darker surfaces, I find that the lighting tends to get lost - this works well for games (therefore needing less in terms of quality indirect illumination), but personally that's why I end up on the lighter end of the spectrum. That said, I have seen some impressive dark projects with pureLIGHT, ranging from a a storming WW2 harbor to a night-time refinery (with over 1200 small light sources), and both projects turned out really well. We have used pureLIGHT (with only background light) to create some impressive baked in ambient occlusion for our simulation projects. Its a bit of overkill, but it works pretty good (and could be used for an interesting environment style, I suppose). The Unreal Ambient Occlusion post process effect is something entirely different but also pretty spiffy; I personally love how they used it in Gears 2. I do think that this post process based Ambient Occlusion would detract from an environment like HangingGardens though. The effect tends to make corners and such excessively dark, which looks great with small details and heavy textures but is very obviously "wrong" when viewed from a clean lighting perspective. (look up at your ceiling with the light on - the lighting where the wall meets the ceiling is smooth and consistent, it doesn't all of a sudden fade to blackness over the last 3 inches). Really though, both are very different effects; it all comes down to what sort of visuals you are trying to create. We are still finalizing the details regarding the gaming version of pureLIGHT, but if you (or anyone else) are interested in using it on a project, feel free to send a note via the pureLIGHT website. The integration with UT3 is a bit rough (compared to the support we added to Unreal 3 popper), but we might be able to works something out. Note that pureLIGHT is external to Unreal, so it would only effectively work on a scene built in an application like Max; don't expect to light stock assets or BSP with it. (note that hybrid scenes are fairly easy; HangingGardens uses pureLIGHT for the structure, and Unreal's own lighting for the cliff, rocks, and foliage). Quote:
Hope that answers some questions! A Last edited by ACZ; 18th May 2009 at 06:57 PM. Reason: Spelling |
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#38 | |
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Registered User
Join Date: May. 18th, 2009
Posts: 5
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There is only HQ option, there are 2 reasons for it - my original resolution was 800*600, as my computer isn't too strong and if it was bigger, than you would watch ~20 fps video . Second reason is that with HD it takes too much place and it takes too long to upload it, and high risk of being interrupted If you check my previous videos, you'll see, that quality there is much worse, i found out how to make normal HQ videos only recently...anyway, it's only overview and it's purpose is to attract people to try this map, where they can see and try everything by themselves
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#39 |
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Registered User
Join Date: May. 18th, 2009
Posts: 5
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Can you tell me please, where i can get boots? Cuz i saw bots used it, but where did they take it?
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#40 |
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Look in the trees.
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