The WIP Screenshot Thread!

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xMurphyx

New Member
Jun 2, 2008
1,502
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liandri.darkbb.com
My map for Killing Floor:
11.jpg


6.jpg


15.jpg


16.jpg


7.jpg
 

Mclogenog

I put the lol in philology
The third shot looks too dark. With the light on the painting as bright as it is, there would be some reflection in the room, especially if the painting is framed in glass, so I'd add a point light near the painting, maybe even as dim as .0625, more likely around .125. I really like what you've done with shadows in the 4th shot though.
 

choco

New Member
Oct 30, 2008
14
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I've been trying to figure out a way how to tweak the lightning for unreal engine 3.
I ended up with a technique that can simulate prebaked ambient occlusion in the light maps.
in the first screen shot its the normal lightning technique : directional light + skylight.
the second screen shot is the technique I came up with 128 secondary directional lights + 1 main directional light. the 128 directional lights(bouncing lights) play the role of the skylight.

[SCREENSHOT]http://filestorage.fr/images/Work/Lightning_comparaison_a.jpg[/SCREENSHOT]
[SCREENSHOT]http://filestorage.fr/images/Work/Lightning_comparaison_d.jpg[/SCREENSHOT]
[SCREENSHOT]http://filestorage.fr/images/Work/Lightning_comparaison_e.jpg[/SCREENSHOT]
 
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Cr4zyB4st4rd

I make awesome ©
Aug 8, 2008
1,244
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P'Boro, UK
It looks nice. I can't help but think you could have done it with less then 128 lights though.

Along with how that will look on un-lightmapped meshes, maybe it'll be a bit resource heavy?
 

choco

New Member
Oct 30, 2008
14
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I haven't tried it on vertex lit meshes yet, I'll give it a try to see if there is a performance hit.
And yea 128 lights(rays) might be too much calculation do to (around 5 min to build the lights for the test level I'm showing you here)
64 rays might be a good quality/rendering time for a whole level.
 

SecretSquirrel

New Member
Apr 20, 2009
8
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[screenshot]http://img194.imageshack.us/img194/3408/screenshot00008w.jpg[/screenshot]

Picked it up again after a hiatus, beta soon hopefully. Damn blocking volumes.
 

brian edge

New Member
Apr 30, 2009
76
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2rgl0sx.jpg


My remake of Obey, from Warsow, with some weapon/item changes, minor geometry changes, and a few extra additions for UT's style- like wall jumps to areas, big lift jumps, etc.

It's my first real map that I've actually spent more than a day on. There are some problems with texture alignment and a few spaces where the texture disappeared(probably from my bad idea for BSP interlocking), but I think it's almost completed.

Also, just a quick question, how many nodes should be added for bots? I've played the bot with my current path setup and it seemed to use the jump pad, lift jump up to an area, and move around a lot.
 

Shivan Hunter

New Member
May 29, 2009
75
0
0
[screenshot]http://img413.imageshack.us/img413/6244/eversionhaxpwnageleet.jpg[/screenshot]

Finished the visuals on my Eversion-themed map after a long hiatus. Who knows, maybe someday I'll actually finish a map! Teleporters are still not working properly (although the UIScene suggestion from 3DBuzz seems to be the most promising- know any good tuts for those?).
 

Kantham

Fool.
Sep 17, 2004
18,034
2
38
How you get these shadows set up like that? Or does Killing Floor has it's own dynamic lighting system?
I dig the theme. A lot, just seems more fit for my UT or Gears.