Sorry for late response here. I was out due to real life problems (Programming VSM controller as shown on pic below), but now I am back in business...
Th-Villa
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Ok but back to the drawing board. I attached few screenshots of new LightSource meshes for the interrior. I will post additional screenshots of progress tomorrow (becuase I left these home on my PCs hdd due to my stupidity), Now there are gardens partially done (aprox 50-60%) severs (nearly finished) and some household and furniture stuff here and there (need finish twoo more rooms) and place loot on the map.
Up to this date there are six guards and two additional NPCs (probably should be additional guards in the outskirt...)Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.
Be kind to Your mappers because they are doing it for You and give them hope...
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Ok. Now for some real work.
First of all I would like to introduce enhanced light trigger capable of changing not only the state of lightsource but alos a state of corona/fake corona (using dummy actor) and light/unlight and scale glow of lantern object.
Images below show turn how the lightsource is looking turned off and turned on respectively.Attached FilesMappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.
Be kind to Your mappers because they are doing it for You and give them hope...
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Now some additional production screenshots of the Th-Villa map.
Showing few interrior places, parts of the gardens (partially finished), severs and so on...Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.
Be kind to Your mappers because they are doing it for You and give them hope...
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additional screenshots...Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.
Be kind to Your mappers because they are doing it for You and give them hope...
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and final batch for today...Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.
Be kind to Your mappers because they are doing it for You and give them hope...
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Maze looks like mesh to me so it shouldn't decrease fps like brushes do.
Originally posted by mcfarrel View PostOk. Now for some real work.
First of all I would like to introduce enhanced light trigger capable of changing not only the state of lightsource but alos a state of corona/fake corona (using dummy actor) and light/unlight and scale glow of lantern object.
Images below show turn how the lightsource is looking turned off and turned on respectively.
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Maze is made of meshes, not brushes !!! So no BSP just pseudo-static mesh objects (unreal mesh objects with possition fixxed to the grid)Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.
Be kind to Your mappers because they are doing it for You and give them hope...
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Bandit current version of Enhanced light trigger works with thievery trigger lights (as far I know from what I have ahd tested), if the ThieveryLightTrigger works with torches then th ERnhancedLightTrigger will do (otherwise) I have to (probably) write one on my own to fix this...
I have jsut checked the Thievery mapping section on ThieveryUT.com and from what I have read there I suggest this trigger would not work with ThieveryTorches. Instead this will need an enhanced ThieveryTorch (maybe later I will do something, maybe when I move to Th-Church/ThConvent map...)Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.
Be kind to Your mappers because they are doing it for You and give them hope...
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Hmm meshes playing the role of a wall?
i think there are some issues.
1.light is not casted uniform on all the meshes so its created a kinda creepier effect
2.the fps may be bigger since the engine loads whats behind the mess too (not sure about this )
3.have you tried to lean on one of these messes? most probable that you are able to see through them, which will spoil thieves position (maybe increasing the blocking radius)
4.in case the maze is supposed to let thieves vine it and climb it, you'll have to use extra invisible brushes with grass texture
and btw, oh yeah these chandeliers looks much more better. nice work out there
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OK will do if the BSP count allows me to do so...Mappers do thier hard work for other people (game players namely), but if none of these other people give them feedback, there is no power to do what have to be done.
Be kind to Your mappers because they are doing it for You and give them hope...
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