The WIP Screenshot Thread!

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Bloodyboy

UT3 JB Mapper
Jan 18, 2010
508
2
18
France
WAR-Stargate%20BETA3.jpg


BETA version available here:
https://forums.epicgames.com/threads/989454-WAR-Stargate-BETA-PC-PICS
 
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Jefe

The Dark Rat
Nov 11, 2008
157
6
18
T E X A S
www.vgmp3.org
I'm not sure if it's because you used mediafire, but those pics are loading VERY slowly for me. My first thought was that you used BMPs, but they're JPGs. In fact I went out for about 10 minutes, and they still didn't finish.
 

Bloodyboy

UT3 JB Mapper
Jan 18, 2010
508
2
18
France
I'm not sure if it's because you used mediafire, but those pics are loading VERY slowly for me. My first thought was that you used BMPs, but they're JPGs. In fact I went out for about 10 minutes, and they still didn't finish.

I guess Mediafire is very fast only when you're located in europe but it's on dropbox now ;)
 

Jefe

The Dark Rat
Nov 11, 2008
157
6
18
T E X A S
www.vgmp3.org
That screenshot looks good. Is it meant to be of a particular alien race from Stargate or something you created? I can see your other screenshots now. The Goa'uld ship looks pretty good, but the yellow and black texture should have a more consistent scale; it's a lot more stretched out one some of the surfaces than others.
 

Bloodyboy

UT3 JB Mapper
Jan 18, 2010
508
2
18
France
Thx, it's just the kind of shape I always wanted in a game:
WAR-Stargate%20BETA3-b.jpg

(I initialy planned a WAR map 100% on this theme but finally decided to integrate it here, inspired by all Sci-Fi stuff I've saw)
 
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Median12

Mapper
Sep 18, 2012
133
3
18
Usa
meettomy.site
Yoshimiga:

You have to leave real-life for months/years to be able to map games :)

First you have to learn the software.. make many mistakes and release/upload some really bad maps, learn lighting techniques and understand zone-portals have to be the exact size as the BSP doorway and not just a bigger brush over the doorway ..(UnrealEd shows you it's okay but it's NOT in gameplay).

I am self-taught, it took me over 16 yrs.
I hope you play nice with which-ever UnrealEd you have and eventually something good will happen. I went back to UnrealEd 3.0.
 

Bloodyboy

UT3 JB Mapper
Jan 18, 2010
508
2
18
France
You have to leave real-life for months/years to be able to map games :)

First you have to learn the software.. make many mistakes and release/upload some really bad maps, learn lighting techniques and understand zone-portals have to be the exact size as the BSP doorway and not just a bigger brush over the doorway ..(UnrealEd shows you it's okay but it's NOT in gameplay).

I am self-taught, it took me over 16 yrs.
:rolleyes: ...just let me imagine how you can be self-taught on something such closed as game coding and mapping ?
Why not shut down your ego and start reading tuto instead?

I hope you play nice with which-ever UnrealEd you have and eventually something good will happen.
Isn't it already happened ?
 

Jefe

The Dark Rat
Nov 11, 2008
157
6
18
T E X A S
www.vgmp3.org
Yoshimiga:

You have to leave real-life for months/years to be able to map games :)

First you have to learn the software.. make many mistakes and release/upload some really bad maps, learn lighting techniques and understand zone-portals have to be the exact size as the BSP doorway and not just a bigger brush over the doorway ..(UnrealEd shows you it's okay but it's NOT in gameplay).

I am self-taught, it took me over 16 yrs.
I hope you play nice with which-ever UnrealEd you have and eventually something good will happen. I went back to UnrealEd 3.0.


Yoshimiga was last seen:
Mar 7, 2008

:p
 
Hi folks!

As I improved my photography skills over the last years I am now able to create high resolution next-gen textures out of self taken photosources. Today I made my first Unreal Engine 4 material of 4096px in height!

The photosource was taken earlier this day by stitching four 12MP images together to get the full resolution. Then making it seamless, creating the normal and painting the height by hand, and last but not least combining all to a 3D-looking material in the UnrealEditor4 took me about 3 hours. The second pic uses a slightly improved normalmap as the first shows nearly no reflection.

I'm pretty happy for today! Never done this displacement mapping before but the last three days.

Greetz, Pande


prev01.jpg


prev03.jpg


-
 
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EdwardGoldman

Representative
Nov 6, 2016
17
0
1
Soon my partners will be promoting free entry to a newly established survival course VR suite on UMS satellite #S82.6C, a nearby UMS spaceport in your sector with quite well respected training and recruitment departments.

otY6daV.jpg


uLuqo0F.jpg


JN7QIVn.jpg


I will report back with more details when new updates become available.

(UE1)
 

WedgeBob

XSI Mod Tool User
Nov 12, 2008
619
5
18
Cleveland, OH, USA
Well, decided to take a different approach to DM-Poltergeist (a Quake-inspired DM with an updated look to a familiar layout to another id Software classic), this is the "hub" area to the map, which obviously has the hellish theme that Doom and Quake were known for, but this layout is going to follow along the lines of Wolf 3D's Episode 5, Floor 4. Should be an interesting concept when it's all said and done, but...I remember almost making a single-player version of this for Quake back in the day, but at the same time, paying homage to the 10th Anniversary to UT3, a belated 20th Anniversary (although clearly around 21 1/2, boy, Quake's old enough to drink), and a closing to the 25th Anniversary of Wolf 3D, so I think this map will pay homage to all three of those games that I've enjoyed. :) DM-ShamblerCourtyard.jpg
 
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WedgeBob

XSI Mod Tool User
Nov 12, 2008
619
5
18
Cleveland, OH, USA
Okay... Decided to look into another room to connect up, and make for a good, Quake-looking DM. Went ALL custom with static meshes, not just BSP textures this time, and it's starting to look like something to be proud of now. Also, renamed the map from DM-ShamblersCourtyard to DM-ShamblersLair (which kind of takes after Baron's Lair from Plutonia Experiment, which was also another game from 1996).