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im getting red x's
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ahh man those red x's look great
[img]/i/smilies/16x16_smiley-wink.gif[/img]
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this looks unbelievably good!!!
good job, i hope to play this one!!!
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Thats really great, though the lighting could be toned down in some places.
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Unreal Engine Mapper
Majestic 12 UT2003 Total Conversion
A Realism TC inspired by Raven Shield!
http://www.majestic12.org/
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Dear All,
Thanks for the feedback is greatly accepted. Like I said this was my first map so I was getting used to the editor etc..... The lighting in the canteen area is a bit bright I must admit. Will have to tone it down if I release it. I have a problem with people falling through the stairs when they die but I dont see this as a major problem. Just irritating. I've just about finished my second map now which has some outdoor areas on it. I also managed to get every game type up and running so I am pleased there. Will have to get some screenshots of it on here.
Thanks again.
SirEatAlot (AKA Homer J Sniper)
"Shine on you crazy diamonds"
"Forward he cried from the rear and the front ranks died. The general he sat and the lines on his map moved from side to side"
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To fix the stair solidity (I assume this is your own stair static mesh. Do not attempt what I'm gonna tell if this is a RvS's official mesh, or it will mess your client and you will have to reinstall the pack in order to play online) just make a building brush (red brush) the shape you want the collision to be (obviously the same shape as your stairs), then place the red brush at the exact same place of any of your stair mesh, select both the Stair mesh and the red brush, right click -> Save as Collision. After that, you only need to save your static mesh pack to save the collision. Now karma objects (dead players) will not fall through.
Another hint about the lighting this time. To make it more realistic, use multiple light actors on every light sources (neon lights, lamp, etc). I normally have 3 light actors per wall light sources :
-1 actor with a low radius (4 or 8) and high brightness (96-128) close to the source
-1 actor aligned to the source but close to the floor (if the source is close enough to the floor, like in a corridor) with low radius and high brightness (see first light)
-1 default light (change hue/saturation if needed) for ambient lighting, somewhere between the 2 other lights.
This way the lighting will look more realistic [img]/i/smilies/16x16_smiley-wink.gif[/img]
**********
Unreal Engine Mapper
Majestic 12 UT2003 Total Conversion
A Realism TC inspired by Raven Shield!
http://www.majestic12.org
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Thanks for the tips. I will mess around with the stairs problem. If I cant get it too work Im not really that fussed. Its only a minor problem. Im just happy that the map works.
As for the lighting I will definately try that. I have been messing with some flashing lights, but when I have set the "Dynamic Lighting" to true the light bleeds through walls. I will try out your suggestions as well.
Thank you
SirEatAlot (AKA Homer J Sniper)
"Shine on you crazy diamonds"
"Forward he cried from the rear and the front ranks died. The general he sat and the lines on his map moved from side to side"
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