Been working on this map for almost 6 months off and on. More now recently. hehe. Its a 3-6 player DM map taking place on an asteriod in an asteriod field. 70% of the work I created myself and other miscellaneous artwork is part of the meshes that comes with UT2004. Pathing the bots to jump from asteriod to asteriod was extremely frustrating, its still not perfect. If you play UT2004 download the level and let me know your thoughts.
test played it real quick, two 'issues' came up:
-the elevator that comes up beside the diner is lit pretty much fullbright, should see about doing a special lit or something on that mover
- the player models fall through the asteroids they were standing on when killed, should check all the collision options on them to make sure you didnt forget to check something off, looks odd to die and just fall through the ground.
cool stuff other than that! you considered making a plane with a 2-sided texture on it to add a neon glow to the "rachel's" sign? Level plays great.
flaagan: elevator brightness set to specialLit, thx for that trick . As far as the player models falling through custom meshes, it gives me an error in UT editor, saying that its not available yet. So, im guessing its a developer exclusive I can assign a simple collision to the asteroids, but then you wouldn't be able to go inside the big asteriod.
ElysiumGX: Thanks Will . Cyas tomorow at the meeting.
Updates:
Bot pathing between the asteroids has bee tweaked. The sun in the skybox is now animated and other miscellaneous tweaks.
Really fun map! I'm having a blast with it. The bots seem to know where they're going too.
Only crit would be the saturation levels of the red and blue outside the diner, I would bring them down a tad. The interior of the diner could use a few dynamic lights and some karma objects to knock around but I know they slow down performance considerably within the game.
Replies
-the elevator that comes up beside the diner is lit pretty much fullbright, should see about doing a special lit or something on that mover
- the player models fall through the asteroids they were standing on when killed, should check all the collision options on them to make sure you didnt forget to check something off, looks odd to die and just fall through the ground.
cool stuff other than that! you considered making a plane with a 2-sided texture on it to add a neon glow to the "rachel's" sign? Level plays great.
ElysiumGX: Thanks Will . Cyas tomorow at the meeting.
Updates:
Bot pathing between the asteroids has bee tweaked. The sun in the skybox is now animated and other miscellaneous tweaks.
Lee
Only crit would be the saturation levels of the red and blue outside the diner, I would bring them down a tad. The interior of the diner could use a few dynamic lights and some karma objects to knock around but I know they slow down performance considerably within the game.
-pod