The WIP Screenshot Thread!

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

WedgeBob

XSI Mod Tool User
Nov 12, 2008
619
5
18
Cleveland, OH, USA
Revisited the main room again. Now I got the UPK generated with my texture pack, and now this is starting to look like the old game itself:



...and yes, I decided to recycle the geometry from Galacticus Prime and redesigning it with the Quake 1 theme.
 
Last edited:

Darkdrium

20% Cooler
Jun 6, 2008
3,239
0
36
Montreal
[SCREENSHOT]http://img189.imageshack.us/img189/1541/wipblue.png[/SCREENSHOT][SCREENSHOT]http://img835.imageshack.us/img835/1118/wipred.png[/SCREENSHOT]

Flag goes just below the team logo decal on the wall in red base (So on the catwalk.)
I'd still appreciate the help for the team banner, it's unlit right now and it sucks :/
Hopefully I can do the rest of the map in similar theme and finish it (That would be my second map released)
 

Kantham

Fool.
Sep 17, 2004
18,034
2
38
Sure looks better now. I'm bugged with the walls, like the way your ceilings sure are more detailed than them. I'm not exactly sure of what you could do for those walls, maybe the texture just doesn't work for me.
 

meowcat

take a chance
Jun 7, 2001
803
3
18
@Darkdrium: looks like good old CTF-Noxion16 (I wish someone had remade that one for UT2k4).
 

Animus

bladiebladibla
Sep 24, 2004
268
2
18
38
in Manta under water
Flag goes just below the team logo decal on the wall in red base (So on the catwalk.)
I'd still appreciate the help for the team banner, it's unlit right now and it sucks :/
Hopefully I can do the rest of the map in similar theme and finish it (That would be my second map released)

i just found something yesterday, it in UN-Flags. i dont know if its usable,
unflags.jpg
 

Cr4zyB4st4rd

I make awesome ©
Aug 8, 2008
1,244
0
0
34
P'Boro, UK
WIP Screenshot thread now with WIP Video!

[m]http://www.youtube.com/watch?v=HFbIrr3HN8s[/m]

Sped up x4, so that animation is much more subtle in game. Basically it's supposed to be a hologram of a CTF map im working on, and this gives a rough idea of where the flags are in the map. Currently using 7 trigger volumes, but can add more if i need to make it more pleasing. But im not trying to make it pin point accurate.
 

Sjosz

(╯°□°)╯︵ ┻━┻
Dec 31, 2003
3,048
0
36
Edmonton, AB
www.dregsld.com
WIP Screenshot thread now with WIP Video!

[m]http://www.youtube.com/watch?v=HFbIrr3HN8s[/m]

Sped up x4, so that animation is much more subtle in game. Basically it's supposed to be a hologram of a CTF map im working on, and this gives a rough idea of where the flags are in the map. Currently using 7 trigger volumes, but can add more if i need to make it more pleasing. But im not trying to make it pin point accurate.

Awesome.
 

Darkdrium

20% Cooler
Jun 6, 2008
3,239
0
36
Montreal
Cheers Animus, new banners.

[SCREENSHOT]http://img10.imageshack.us/img10/1718/bannersqm.png[/SCREENSHOT]

Fake bounce light might be a little too strong but otherwise I'm quite satisfied with the result :)
 

Darkdrium

20% Cooler
Jun 6, 2008
3,239
0
36
Montreal
I took some print screens of the banner texture (Not the material) in 1024x1024 thumbnail resolution as well as others of the team logos in UN_Team (The hologram ones, not the paint decals), a rather long pass through GIMP for both of them (I'm not very good with it so I take my time) and the result is this.
For some reason when I did this trick to do the "Export Texture" function it didn't actually do anything so I had to do the print screens.

I had asked Kantham to do it before but I had taken print screens of the materials and so the result was not 1024x1024 and unusable. Still thanks to him or I wouldn't have tried print screen. :D

Also these are Skeletal Meshes only from what I could tell, so I had to set up a uniquely dynamic light right in front of them or otherwise they would appear totally black.
 
Last edited:

Animus

bladiebladibla
Sep 24, 2004
268
2
18
38
in Manta under water
I took some print screens of the banner texture (Not the material) in 1024x1024 thumbnail resolution as well as others of the team logos in UN_Team (The hologram ones, not the paint decals), a rather long pass through GIMP for both of them (I'm not very good with it so I take my time) and the result is this.
For some reason when I did this trick to do the "Export Texture" function it didn't actually do anything so I had to do the print screens.

I had asked Kantham to do it before but I had taken print screens of the materials and so the result was not 1024x1024 and unusable. Still thanks to him or I wouldn't have tried print screen. :D

Also these are Skeletal Meshes only from what I could tell, so I had to set up a uniquely dynamic light right in front of them or otherwise they would appear totally black.

ah i already tried that but my screen is to small :) i thought maybe you have found some sort of new way of "ripping" the texture.
strangely enough i found the same banner as staticmesh in HU_Deco also the smaller flag that is used on top of buildings.
You also have the movement/animation added to the flag? It ask for me to add a physicsasset each time i build the map but i have not any clue how to add such.
 

Darkdrium

20% Cooler
Jun 6, 2008
3,239
0
36
Montreal
No I don't have animations on the flag either. It also says the same thing about the physics asset. I tried adding the AnimSet in the UN_Flags package in the properties but it did not work. I don't know much about Skeletal Mesh so I couldn't help you with that ;)
 

Animus

bladiebladibla
Sep 24, 2004
268
2
18
38
in Manta under water
you just have to turn on blooping and bplay and it will animate like a windy flag

i think physicsasset is the blocking volume and it is not used so thats why you keep getting the error.
 
Last edited:

Darkdrium

20% Cooler
Jun 6, 2008
3,239
0
36
Montreal
So I've made some terrain but upside down for the natural rock ceiling here. And as you can see, it's mostly black regardless of the settings I use.

[SCREENSHOT]http://img708.imageshack.us/img708/4831/invertedterrain.jpg[/SCREENSHOT]

This is how I want it to look like (Disabled the BSP lighting channel so it's before a rebuild lighting which makes it black again.)

[SCREENSHOT]http://img837.imageshack.us/img837/211/invertedterrain2.jpg[/SCREENSHOT]

Now I don't believe I'm the first one to have done such a silly thing to make a cave-like ceiling (I'm pretty sure I read a tutorial on it somewhere) so how do I fix this thing?

Precision: It's the same terrain actor used to make the natural ceiling in different parts of the map, and in between those parts I used the Visibility tool to make the terrain I didn't need disappear. There is BSP "under" the terrain ceiling, which is lit correctly (As I have Cast Shadow on the terrain disabled.)
It reacts fine to dynamic lights like the Transloc beacon.
 
Last edited:

Sjosz

(╯°□°)╯︵ ┻━┻
Dec 31, 2003
3,048
0
36
Edmonton, AB
www.dregsld.com
Skylights don't light ceilings, neither do directional lights. Either use spotlights or pointlights, and it wouldn't hurt flagging one of the unnamed lighting channels in both your lightsource and the terrain.
 

stevelois

Member
Aug 31, 2009
181
0
16
stevelois.com
So I've made some terrain but upside down for the natural rock ceiling here. And as you can see, it's mostly black regardless of the settings I use.

[SCREENSHOT]http://img708.imageshack.us/img708/4831/invertedterrain.jpg[/SCREENSHOT]

This is how I want it to look like (Disabled the BSP lighting channel so it's before a rebuild lighting which makes it black again.)

[SCREENSHOT]http://img837.imageshack.us/img837/211/invertedterrain2.jpg[/SCREENSHOT]

Now I don't believe I'm the first one to have done such a silly thing to make a cave-like ceiling (I'm pretty sure I read a tutorial on it somewhere) so how do I fix this thing?

Precision: It's the same terrain actor used to make the natural ceiling in different parts of the map, and in between those parts I used the Visibility tool to make the terrain I didn't need disappear. There is BSP "under" the terrain ceiling, which is lit correctly (As I have Cast Shadow on the terrain disabled.)
It reacts fine to dynamic lights like the Transloc beacon.

Skylights DO light lower (ground + walls) & upper geometry (walls + ceiling) & meshes. It's there purpose in the first place. In your skylight properties, check the "LowerBrightness" field. You can also specify a color for the upper part with the "LowerColor" field ;)