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I am restarting my project (the map formerly known as TH-Library)

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  • #91
    A taffer peaks at the door...

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    • #92
      Man I need to quit my job and get back to this.

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      • #93
        The project is still alive. General layout has been stable for the last year, my rule of thumb has been to keep it simple.
        The room pictured above is now 90% complete. The the remaining 10% being stuff related to mapping the «outside» and some advanced collision actors.
        Since I am away from UED most of the day I am pre-planning, think about what I could add and later in the day try in UED. It's working quite well, since all the troubleshooting about «does it look good?» is adressed at this point. So UED get's a very late version of my idea that is more functional.

        I am now moving to a smaller adjacent room. This should force me to start learning about decoration and also taking some small adventures.
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        • #94
          How many rooms is it in total?

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          • #95
            Originally posted by Dalai View Post
            How many rooms is it in total?
            Sorry Dalai, for some reason I did not see your post earlier.
            Well... I just had a look at my planned layout and it's roughly above 20 rooms, not including the outside sections, only one has been planned, the other one I really have no idea how will be made.
            However that's about half of my original design which was gigantic. I may post the whole thing some day to show the evolution of it.

            I have now officially transfered this map to my working computer, it's an old Pentium M computer but it work ok (sometimes has speed issues), I spent the last 2 days improving this room on the image below, I believe it is quite close to being finished. An no, I have no fear of my bosses, I have a whole room all for myself and it's very well placed to spot incoming intruders.




            As I wrote above, I moved into an adjacent room, it may look familiar to an earlier screenshot, but it's a new room, I am just trying to keep the same style, this one is still unfinished, planning on completing it now.



            I am still using the one room at the time aproach, which has been resulting in the final rooms being actually different from what I had planned, for the better I hope.
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            • #96
              Geometry is finally taking shape. The biggest issue so far has not been size but finishing, I literally threw everything in the room pictured above to the point where I have nothing else to do but tap BSP holes which is really just one I found 5 minutes ago.
              My biggest issue at this point is the outside. I have no idea how I will do that, tho I have been think about doing a wild experiment by deintersecting a giant brush. The good news is that if I figure it out I may atempt to map the whole outside instead of just a section.
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              • #97
                The more complex brushes are, the worse the BSP ratio will become (De)-intersecting usually results into more complex brushes .

                There are different approaches for an outside area. I would suggest building an outside area with the buildings placed, then overlap the inside area with it and set the order to "last".
                [E.D.G] Trapmaster - Doomsayer
                Brush scaling by 0.5325662468842 and still going

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                • #98
                  Eh! How ironic.
                  Today I was using a simple cube (ok, maybe it was a slightly big cube, but it was not scalled or anything) and it seems I hit some sort of native black hole. Essentially I cannot place anything in that area or I will have a BSP hole. I used the tyipical portuguese aproach and circunvented the problematic area.
                  I am now focusing a bit more on general geometry, throwing in the basic brushes and connecting as much as I can, did a quick stop to experiment on alarms, everything works except the light, im sure I messed with the wrong timer settings, but it was very rewarding getting the alarm to work as I always intended on the first try.
                  I also did that experiment with deintersect to create an outside area, after some fifling I was able to create a shell of my level, but still nothing I can work with yet, will get back to it later after I am done with most of the level.
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                  • #99
                    Last week I have been essentially crunching basic geometry. I am happy to report that 80% of the basic geometry is done. I also managed to order a crate of grues to fight off the candies and the noises have died out a bit, which means I will be doing some experiments on how best to map the outside sections in a way that it integrates well with the already existing areas, so unless I find a way to cheat it, there will be no big brush on the outside.
                    I have been working on this map every day for a month now, with each week I feel more confident with the workings of UED 2, the phase of giving up is behind but a ton is still left to do. With some luck I should be able to have a working version sometime after 1.7 is available.
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                    • About BSP: Use semisolids whenever possible, it worked for me. I have once written a tutorial on semisolids, but it's gone with Tomcats forums. use them for every decorative item, even as simple as a crate. Just remember that semisolids shouldn't touch any other brush with just a part of its side, or it may be missing, or semisolid may become ghost like. Semisolids can touch other brushes with their whole sides and they are fine.
                      for example: If you have a large crate and a small one at the top of it, you shouldn't be making them both semisolids, for the one at the bottom will touch the small one only with a part of its top side. It would be better to intersect them into one brush, and make it semisolid.

                      Here is a screenshot of a spot on my map:

                      Here is the same spot with semisolids highlighted:

                      Here is the Zone/Portal view:


                      You can see some complex brushes - especially the fountain and the arcs do not interfere with the rest of the map by cutting it with lines coming of their edges. The semisolids themselves may look quite complex, but it does not matter. With or without them, the zone/portal view of the solid geometry would be the same.

                      I believe that with a proper use of semisolids, UnrealEd can be used to create very detailed and satisfactory in performance (since semisolids improve it a bit as well) levels.

                      Actually I've on my HDD the screenshots I used for the semisolids tutorial:
                      http://imageshack.us/gal.php?id=q5Sk2NLsyZrj1NyS
                      the first shows a simple level without semisolids, the next one its zone/portal view, the fourth the same level, but with semisolids, the third its z/p view. the fifth one shows yet another demo with solids, and the sixth one, the same demo with spikes made semisolids.

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                      • You sure have spent more time than me in UED! I have used some stuff over the walls for decoration, but nothing like the above!

                        I haven't gone much into semi-solids yet. But I do have a question, is it safe to convert "blue" brushes to semi-solids later? I have a ton of adictive pillars lying around the map, nothing too complicated in shape, must are just rectangles, but I would liek to turn them into semi-solids later.
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                        • In theory you can convert brushes at any point to any format but i'd be careful, semi solids come with their own problems.. use them when needed, not just because you can.
                          [E.D.G]Keggie - All that is yours is allready mine
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                          • Semi solids affect bsp. And they can also turn your ratio higher so using them all time is not recommended. (And espcially, big brushes are rarely recommended ).
                            [E.D.G] Trapmaster - Doomsayer
                            Brush scaling by 0.5325662468842 and still going

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                            • Reporting in.

                              Unlike previous occasions this time my experiment was as a success, tho not achieved without pain, battled a BSP hole for 2 straight hours. Yes, the hole won in the end but I learned my lesson and got the job done the proper way.

                              This detour means I made little geometry work these past days, I will now look into get that done since it's now holding overall progress. But I can say that unless something real bad happens you will be able to use the rooftops. There may be some limits, but only if it means balancing certain elements.
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                              • Here is a screenie from the latest build, lights are temporary

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