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Made a bunch more changes as you can see. Download won't be updated for a while.
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I reworked the lighting some more this evening so that it would better match the skybox and look more dramatic. I also fixed some issues with both pathing, but they're still not perfect. Download is still at the same link, but the file is now updated.
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The version of this map on the server has a messed up skybox, so I added in a new, improved one. I made a few changes to lighting, and added a health charger at the top of the mountain. I removed the seagulls, since the fly around like rockets online. I also changed the water damage from 25hp/sec to 1.5.
If you can think of any other improvements/fixes I should make, feel free to post your ideas.
I also added a new song, (Confrontation from Soul Calibur) since I couldn't find the original.
DOWNLOAD:
http://www.fpsbanana.com/maps/107066
http://hosted.filefront.com/reidevjord (Br-Cutlass-DC-test4.zip)
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RoadKill v3.4 wrote:
very nice stuff
I took a peek at the utx file and saw it is fairly complex file for a "simpler"idea
The only way to make a transparent skin that I can think of would be to create the skeleton model inside a transparent model which equals TOO many polys
I see where you're going with that idea. Basically two different meshes with their own skins, like the skelmech model. I actually had one set up like that on my bot list:
Unfortunately, that would mean a lot of extra work to add that effect. I suppose it could be done by creating new ukx files by doubling up the UT2004 models, and then skinning them to have one texture for each copy of the mesh (headskin-transparent texture model, body-wire texture model.) Doubling up the models of course would double the number of polygons, and decrease performance.
I'm pretty happy with the set as is.
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Good to hear. I'm glad those reference pics helped.
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I haven't had any luck with making an additional transparent effect. I tried using a combiner, but it seems that the wireframe effect overides anything thing else you try to do. But anyway, the skins are highly visible from a distance, so it doesn't matter. If anything, adding additional effects would slow UT2004 down, since these skins are already rendered double-sided.
Here are a few new screenshots:
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Elite wrote:
Jefe wrote:
Trooper wrote:
I think its just too big. it favors the guns that get to the target instantly and with quickfoot. a medium level can't even see the monster before it's dead... a higher level will hit it 5 times before you even see it
I don't like the map very much either. Weapon placement leaves a lot to be desired too.
However, I'm grateful that MPC family room is the only map of its type on this server. Many other servers ONLY have giant room maps and/or ugly hiding spot maps.
Well actually its not the only map of its type there are more, around 2 to 3 more i think( flat final and i think another)
Yeah, I played the breakfast map for the first time yesterday. It was a bit more challenging since there weren't any great hiding places.
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Elite wrote:
Ooooh like the tall one, looks kinda like my avatar
You mean that isn't a Cylon? Lol that's what I thought it was all this time.
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RoadKill v3.4 wrote:
should be in the "system" folder
don't think you can even play without it holds keyboard controls and the works
Actually, if you delete your old user.ini, it's copied and replaced from a backup, defuser.ini. Same story for UT2004.ini.
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Starting to look better. Still needs a bit of adjusting though. I think the head needs a bit more volume on the crown. Compared to the reference pic, his 'eyes' should be approximately halfway between the crown of his skull and the mouth apparatus. Currently the ratio looks something like 2/3 face 1/3 forehead. Looking good though!
Edit here's a good profile shot with a comparison of the remake 'classic' cylon and new cylon.
I found a ton more images at the source - the blog of a guy called 'darth mojo' who works on visual effects on the show.
http://darthmojo.wordpress.com/
http://darthmojo.wordpress.com/2008/05/12/bsg-vfx-anatomy-of-a-cylon/
http://darthmojo.wordpress.com/2008/05/13/bsg-vfx-anatomy-of-a-cylon-extras/
There's also some really cool Star Trek ship renders on the site, since he also worked on Voyager's visuals.
http://darthmojo.wordpress.com/2008/06/20/sci-ficandy-voyager-strikes-back/
http://darthmojo.wordpress.com/2008/05/08/sci-fyecandy-hi-tech-trek/
http://darthmojo.wordpress.com/2008/05/29/scificandy-1-7-oh-wonderful/
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RoadKill v3.4 wrote:
and Jefe we were all there once cept that Elite guy
Right, and I did most of my early leveling when the server was empty. Granted this server is a lot more low-level friendly than most and probably the most balanced. But there is always room for improvement
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Trooper wrote:
I think its just too big. it favors the guns that get to the target instantly and with quickfoot. a medium level can't even see the monster before it's dead... a higher level will hit it 5 times before you even see it
I don't like the map very much either. Weapon placement leaves a lot to be desired too.
However, I'm grateful that MPC family room is the only map of its type on this server. Many other servers ONLY have giant room maps and/or ugly hiding spot maps.
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cribbage wrote:
F9 will save a screen shot to the "ScreenShots" directory under your UT2004 install directory.
Except it doesnt work for me, and I havent been able to figure out why. So, I've been hitting <alt>PrntScrn which puts the screen shot into the clipboard, and then I swap out to MS Paint or something and paste it in.
Alternatively, people have been very nice in capturing screens on my behalf and posting them or emailing them to me.
Xfire works very nice for me. It also can save your screenshots in png format, which take less room than bitmaps, which you get with the normal screenshot command. And of course it can post your screenshots to your profile too.
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FodderFigure wrote:
If I understand monster levels correctly, a player will never be presented with a monster that is over his/her level. I'm not quite up to level 500000000000000 but give it a few more months. Monsters are set to the lowest player alive level and as long as someone lower level than me is alive I will be fighting the lowest level players monster level.
Now, I'm all for monsters capping out so "yea for your post".
Is that really how it works? I've always noticed a large increase in difficulty when a really high level player joins. It can go from fun to impossible pretty quick. Also it would seem to be a good idea to add an additional assist for >25 characters. For example, two ghosts would be nice. It's not fun to spend every round spectating after dying a few seconds into the game. I've seen a lot of new players join for one or two games but not come back because of this issue.
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RoadKill v3.4 wrote:
very cool idea
what about a transparent glow/skin of a slightly different shade than the wire frame , would give it a bit more "depth"
That's a cool idea, and might be possible. I'll check into it.
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