New Demo of large terrain in Unreal 1

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Silver_Ibex

Member
Feb 27, 2001
654
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Also works in UT99
Special thanks to .:.: for their help with the dynamic camera

This is an Alpha release of a work in progress
· Buildings still need proper textures placed.
· Ambient sounds need work.
· Item Pickups locations need finalized.

Make sure you turn on
S3TC textures
Detail textures
And HighDetailActors

Download here
Let me know how it runs

I am also looking for an experienced UT (psk psa) character animator, someone to help bring a custom character mesh into UT.

Early shots of map
[SCREENSHOT]http://forums.beyondunreal.com/attachment.php?attachmentid=95595&d=1210440829[/SCREENSHOT]

[SCREENSHOT]http://forums.beyondunreal.com/attachment.php?attachmentid=95596&d=1210440336[/SCREENSHOT]
 
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Creavion

New Member
Aug 27, 2005
471
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Germany, Niedersachsen
Broken zip file :(
Ok.. so I am not the only one.. and I think the hoster is also not the best, too.
First DL: 4,9 MB, Second DL: 5,1 MB.. yearh :rolleyes:

Whatever.. at least pics are viewable: Looks a little bit like Serious Sam - First Encounter: Valley of the Kings. I tried always to do something like that. It seems you were successful. I am really interested how this works...
 

Diehard

New Member
Similar impressive as your previous project on large terrains with your article Terragen 2 Unreal :)


Like your previous project it certainly has potential to create a very cool map with it, and i agree the current version is somewhat bare. Another remark, the photos you used in the IbexTerainPac03.utx package, you could safelly add those in the size 4096 x 4096. According the the specifications for the High End S3TC textures those textures in that size would only equal four 256 x 256 normal textures (equals 2048 x 2048 S3TC). Times 3 textures that would still only count for a louzy twelve 256 x256 textures(equals twelve 2048 x 2048 S3TC). Of course that is if you have a higher resolution available for the photos....
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Diehard

New Member
I don't mind the barren wasteland setting


Can only speak for myself, but i was referring to the structures, not the landscape, cause that one looks cool alright :) Except i wouldnt have minded it if he used a larger texture(and thereby more detail), since Unreal can handle large stuff like that with ease.
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Silver_Ibex

Member
Feb 27, 2001
654
0
16
Some proper textures on the building interiors would really help make them feel less bland and empty.

Larger textures for the terrain is something to think about, especially for maps with a smaller play area, for example, painting detailed paths and roads in a map 1/4 the size with a 4096 texture, or several 4096 textures :D

I went with the 1024 size to cover the terrain, since it was as low as it could go before the details noticeably start to look bad at a distance, this is an important point the map demonstrates, though perhaps not immediately apparent, since with a larger texture one could make a larger map and still keep the pixel per UU at the current not too bad scale, the only drawback to this is the clip distance limit in unreal.
When the UnrealTournament Extension Pack project gets released, their new static mesh may be able to be used to hide the clip distance like I did for UT2k4. And the UTEP distance fog/atmospheric haze is something I am also waiting for :cool:

Has anyone figured out the method I use to pull off the perfectly aligned terrain textures on the uneven slanting surfaces?
 

Diehard

New Member
the only drawback to this is the clip distance limit in unreal.


Thats actually new to me, never heard of it before, could you explain that ?



Has anyone figured out the method I use to pull off the perfectly aligned terrain textures on the uneven slanting surfaces?


No idea, and i know you were able to do it, as well as Turboman who made a desert for me (actually i borrowed it from him with his consent). But never had the time to ask Turboman, but i am interested how its done. I am also curious how you made the terrain itself following the surface, though i kinda asume you used the photo itself as a heightmap, but than i still wonder if the program you used can make such sharp edges.

And i guess another question would be, what purpose have the grey areas in the Center00 texture. I asume seeing the name to center something, but i would like to know how exactly ?


Edit

The desert i was talking about:







The desert is 32000 x 32000 UU
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War_Master

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May 27, 2005
702
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I kinda liked the map and the idea isnt bad.

I found a few problems on my side though, like:
-the textures werent mipmapped and couldnt run it with d3d because it crashes.
-the package size were huge for a single map which in my opinion is not worth it unless they are used in several other maps as well.
-I found a huge HOM in the terrain with d3d9 and opengl.
-it really killed my fps in some parts specially if I view from above to the middle where the buildings are.

Anyways, I liked the way you pulled that effect where the light enters the buildings by using sheets and setting the lights and surfaces to bSpecialLit, it made it more realistic and kinda reminded me of Counter-Strike maps.

Well, keep up the good work and let that imagination take you beyond unreal.
 

Diehard

New Member
I kinda liked the map and the idea isnt bad.

I found a few problems on my side though, like:
-the textures werent mipmapped and couldnt run it with d3d because it crashes.
-the package size were huge for a single map which in my opinion is not worth it unless they are used in several other maps as well.
-I found a huge HOM in the terrain with d3d9 and opengl.
-it really killed my fps in some parts specially if I view from above to the middle where the buildings are.


Keep in mind its not an anctual map, but a showcase to show what the technology and method can pull off, and keeping that in mind it looks awsome. I btw did run it in D3D and its doing just fine, and looking at the textures with the UT package tool it does contain mipmaps. At least i doubt the UTPT will create them will extracting them.





And i guess another question would be, what purpose have the grey areas in the Center00 texture. I asume seeing the name to center something, but i would like to know how exactly ?


The terrain looks awesome and smooth. But I'm also very interested in how you got the sharp shadows on the buildings - they look brilliant.


Having another look at the map i realised you used the Center00 texture to create the shadows artificially by painting them onto the texture itself ;) Interesting aproach :)
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