Rendering World Pre-Alpha Level video Teaser
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Дата: Пятница, 07.02.2014, 12:56 / Сообщение № 1
This is a little trailer about my first custom map, now it's in pre-alpha, while i must finished the level putting light around the world and more.
Enjoy it.
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Дата: Пятница, 07.02.2014, 14:16 / Сообщение № 2
very nice
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Дата: Пятница, 07.02.2014, 14:55 / Сообщение № 3
It's realy cool! I'm wait a release...
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Дата: Пятница, 07.02.2014, 15:15 / Сообщение № 4
Цитата keku645 ( ) This is a little trailer about my first custom map While it looks decent gameplaywise i feel that there is a thing of which all (well, almost) custom maps fall short. It is credibility. Premade locations have all those little details that make them look like real place (trash, different signs, etc.) and while watching your "teaser" i could not figure out where action takes place (metro station? why put scaffolding in the corner?). Oh and realistic lighting would be rather useful. Look forward to seeing final version (hopefully more lifelike)
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Дата: Пятница, 07.02.2014, 17:52 / Сообщение № 5
Цитата J3ster ( ) i feel that there is a thing of which all (well, almost) custom maps fall short
I don't want it happens in my map, I'm working for the level gameplay will minimum 30min.
Добавлено (07.02.2014, 17:44) --------------------------------------------- Цитата J3ster ( ) while watching your "teaser" i could not figure out where action takes place The action will figure on: metro, rooftops, streets and sewers, if you see the last part of my trailer do you see i'm working in this part.
Добавлено (07.02.2014, 17:50) --------------------------------------------- Цитата J3ster ( ) why put scaffolding in the corner?). In metro did you mean? Basically the metro has a construction zone and for go to the next place after the metro you can go in several directions, construction zone is one of them.
Добавлено (07.02.2014, 17:52) --------------------------------------------- Цитата J3ster ( ) Oh and realistic lighting would be rather useful I'm doing another map to practice how to use light, it is quite difficult and I want my map have good lighting. Альтаир know it. =P
Сообщение отредактировал: / Post edited: keku645 - Пятница, 07.02.2014, 17:53
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Дата: Пятница, 07.02.2014, 19:16 / Сообщение № 6
Цитата keku645 ( ) Basically the metro has a construction zone and for go to the next place after the metro you can go in several directions, construction zone is one of them. I figured that out, it's just that they seem to levitate there without any special purpose and dont look like they belong there (Got to see the map before jumping to any conclusions though).Цитата keku645 ( ) I'm doing another map to practice how to use light, it is quite difficult and I want my map have good lighting. Well, good luck with that.
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Дата: Воскресенье, 09.02.2014, 10:43 / Сообщение № 7
Creating my own storm drain.
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Дата: Воскресенье, 09.02.2014, 14:47 / Сообщение № 8
It's awesome to see people making new maps. Also regarding the lighting, try setting the sun and shadow directional lights to affect only a specific channel. Also make sure that the channel that the sun and shadow light effects on the outdoor meshes you want to be effected by the said light. This will make your outdoor lighting separate from indoor lighting with which you can create realistic lighting.
It's not easy creating realistic maps in ME because DICE removed Beast from the engine after they built their levels. You can download my map (http://mirrors-edge2.ru/forum/34-300-1) and see how I made stuff (however copy-pasting is not welcome): (My map with the outdoor lights set to "cinematic1" channel) Also, make sure the material is correct, since on my map, the parking floor material was accidentally messed up, which caused it to look flat (I fixed it as soon as I uploaded the map -.-) If you need any help ask me questions. -Abincyp
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Дата: Понедельник, 10.02.2014, 06:27 / Сообщение № 9
I just put you level in the editor and it's so awesome see the lot of things you put, today i'm a noob in the editor, i want to learn a lot of i can, but in the internet no exist a tutorials for know how to use mirror's edge the editor.
Where is the texture about vents?
And how can I make an elevator?
Сообщение отредактировал: / Post edited: keku645 - Понедельник, 10.02.2014, 09:21
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Дата: Понедельник, 10.02.2014, 22:09 / Сообщение № 10
Цитата keku645 ( ) I just put you level in the editor and it's so awesome see the lot of things you put, today i'm a noob in the editor, i want to learn a lot of i can, but in the internet no exist a tutorials for know how to use mirror's edge the editor. You can find 2008 unreal engine tutorials. Mirror's Edge is very similar.Цитата keku645 ( ) Where is the texture about vents? I think it was in the i_maintenance package.Цитата keku645 ( ) And how can I make an elevator? I can tell you tomorrow when I'll have time. Right now, you can Google, or look at the elevator in my level (try not to copy).
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Дата: Вторник, 11.02.2014, 19:20 / Сообщение № 11
Цитата Abincyprus ( ) I can tell you tomorrow when I'll have time. Right now, you can Google, or look at the elevator in my level (try not to copy). The problem is I don't understand anything, I try to find any tutorial from internet but i haven't got results, this is why i'm doing questions here.
Waiting for this tutorial! Добавлено (11.02.2014, 19:20) --------------------------------------------- El final de mi Stormdrain!
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Дата: Вторник, 11.02.2014, 19:59 / Сообщение № 12
keku645, scale is impressive
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Дата: Среда, 12.02.2014, 14:35 / Сообщение № 13
Цитата Альтаир ( ) keku645, la escala es impresionante realizada
¡Gracias! I think i will finish the level in 1 - 2 weeks.Добавлено (12.02.2014, 14:35) ---------------------------------------------
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Дата: Среда, 12.02.2014, 19:17 / Сообщение № 14
I couldn't find time to make a tutorial, however... If you can't make your own elevator you can look place an already made elevator from .../TdGame/Script/SPT_elevator It doesn't work properly but you can adjust it.
The elevator that works like the ones in-game (with faith pressing the button animation): Note: not a full tutorial, completely out of memory. 1. Place an elevator model 2. Convert it to an InterpActor 3. Place a Tdtrigger_dynamic (NOT A NORMAL TRIGGER) found in actor classes under triggers 4. Add a dynamic light so the elevator has a light in it 5. Attach both the trigger and the light to the elevator (Actor Properties, Attachment, Base [Elevator reference] and then tick bHardAttach and bIgnoreBaseRotation. 6. Open up Kismet and do an appropriate elevator sequence
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Дата: Среда, 12.02.2014, 19:53 / Сообщение № 15
Whoa - looks great - hope for a lot of gameplay :3 (impressive stuff keku645 - i will try it when you upload map)
also do not rush in the study of ME editor - just observe (learn) how things made on different maps if PC allows you can open original game maps for learn some
if you need more fundamental unreal engine stuff to learn - you can just google any UDK \ UE3 video tutorials (or forum messages) (many fundamental things still not changed much) (fundamental unreal engine stuff is very useful)
PS. ask any questions on this forum - i think everyone will try help you how they can keep it up ^_^
My Youtube channel
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