oh this puts me in a bad situation, it is really not sure if we are going to expand the island any further, we had the decision to expand or add something new which will be a lot of work, but it will add a lot to the world and is more crucial then having more terrain to explore. The flight will definitely be the big thing for the next version.
We are definitely going to polish the gameplay on the harbour further, fix some bugs etc. but i currently don't think that we are adding huge chunks of new terrain to it.
To get a glimpse of the universe i think we rather should add all the needed parts in a good quality instead of having only one small very polished part of what defines the world.
See, now I'm going to have to try and construct my own cloud shader when I have a chance. You've given me a terrible, terrible reason to dive into Unreal.
Well this is just simply beautiful! The colours and the atmosphere are just great.
One thing you could do in the future, is make some of the wooden boards a bit more erratic. The occasional one sticking out a bit, or sticking in a bit would add a bit more to the organic nature of wood planks
But truly, this is marvellous work. You and your team should be very proud!
..One thing you could do in the future, is make some of the wooden boards a bit more erratic. The occasional one sticking out a bit, or sticking in a bit would add a bit more to the organic nature of wood planks ..
You don't know how badly I want that
Unfortuneately I finished the env only 6 hours before final deadline and had no time to add everything I wanted
Ok, after having played the game, I checked under the hood in the Editor. It seems you guys have used automatic collision hulls instead of importing with the mesh. Is that because of time? I believe that will be impacting the performance slightly, because of the incredible amount of collision data. A lot of it could be simplified greatly. Some of it actually looks more difficult to traverse than the model it's covering.
Just an observation, as I love everything else about the mod. It just appears that the less "visible" things were overlooked slightly. It just doesn't take that long to make a simple collision mesh as you do the "visible" mesh. This could enable larger environments, streaming, better load times, etc.
I saw that you had one big master shader....actually I went into the .upk files and tried to recreate your character material on one of mine...cause I wanted to see how it looked with your super sexy shader on it. I saw how you took the TF2 shader and manipulated it into what you got. but for some reason. the lighting isn't working the same way on my character. is it because your guy's characters are skeletal mesh actors? I opened up the properties of the static mesh actor and noticed there was more lighting information that can be manipulated; as opposed to static mash actors. I was wondering if it was in the advanced lighting tab.
I'm not quite sure if I'm plugging everything into the right slots.....like I didn't see the place for the spec map. you hid it. lol
any who I'm sure you have heard this but fantastic job. it's refreshing to see this handpainted look. You guys put in the time to pull it off too. I was flying around the level in unreal and I am just blown away by how good everything looks.
lol funny story I can't get the mod to work; actually this is the first mod I ever downloaded. sure I can open it up in ut3 and get the levels to open up but I play as the default unreal character. I know how to work the UT3 editor very well; but playing the actual game not so much :P
@ApolokiA: which meshes do you mean? i'm pretty sure we only have a few automaticly generated collisions on less important things, like the trees
@dudealan2001: don't know what you are talking about, besides the half lambert pretty much everything was changed from the initial tf2 shader, and it works on skeletal meshes just like it works on static meshes, you can see this on the loc or the bigger ship in the harbour.
as for getting it to work, just read the readme file, that pretty much covers what you have to do to make it run, its really not that complicated, bigges difference is that you copy the airborn folder into your ut3 root and not my documents stuff
alright I'll try it again. I'm not quite sure if it is a difference in textures or what. I would like to think I didn't fail too hardcore. if you don't mind can I pm you with any issues cause I would really like to recreate this style. not jack it. I want to see if I can figure out your shader so I can....I dunno Rock out! and hopefully figure out my own style of doing this for one of my friends ideas.
I agree! This has everything that needs to be a very successful commercial project.
everything but ...
and now comes a long list of things that are not there or not there yet, starting with funding or the experience to build up and keep a good company running.
the topic is a bit more complex then just creating some good assets and having some ideas that might work out, or might not
@arrangemonk: there are plenty of options right now, it's not a decision that we can or want to make quick, however, there is no point in not going udk, so thats pretty much set so far.
I'm curious about how the release of the UDK might change things for you guys. Since it now comes with Lightmass, are you going to be abandoning baking all the lightmaps in a 3D package so you can get something that's more accurate over the entire scene?
right now there is no time for us to seriously evaluate UDK, as MSUC is still running but once the challenge is over we will definitely dig deeper into udk
oliver: there will be black guys, and there will be asian guys but i'm not going to make the evil dudes black, call me racist but making the resemblence to nazis with black dudes, to me is kinda the opposite :P
Not sure if this is the right spot, but seems like it...
I'm blown away by how your clouds look in your recent screenshots on ModDB. Can you explain in more detail how you're doing that? Or is there a thread somewhere that explains it? I've been searching and can't find anything. Thanks ^_^
Replies
We are definitely going to polish the gameplay on the harbour further, fix some bugs etc. but i currently don't think that we are adding huge chunks of new terrain to it.
To get a glimpse of the universe i think we rather should add all the needed parts in a good quality instead of having only one small very polished part of what defines the world.
You sly dog.
See, now I'm going to have to try and construct my own cloud shader when I have a chance. You've given me a terrible, terrible reason to dive into Unreal.
One thing you could do in the future, is make some of the wooden boards a bit more erratic. The occasional one sticking out a bit, or sticking in a bit would add a bit more to the organic nature of wood planks
But truly, this is marvellous work. You and your team should be very proud!
You don't know how badly I want that
Unfortuneately I finished the env only 6 hours before final deadline and had no time to add everything I wanted
Well it still looks awesome anyway
Just an observation, as I love everything else about the mod. It just appears that the less "visible" things were overlooked slightly. It just doesn't take that long to make a simple collision mesh as you do the "visible" mesh. This could enable larger environments, streaming, better load times, etc.
Keep up the good work guys.
I'm not quite sure if I'm plugging everything into the right slots.....like I didn't see the place for the spec map. you hid it. lol
any who I'm sure you have heard this but fantastic job. it's refreshing to see this handpainted look. You guys put in the time to pull it off too. I was flying around the level in unreal and I am just blown away by how good everything looks.
lol funny story I can't get the mod to work; actually this is the first mod I ever downloaded. sure I can open it up in ut3 and get the levels to open up but I play as the default unreal character. I know how to work the UT3 editor very well; but playing the actual game not so much :P
@dudealan2001: don't know what you are talking about, besides the half lambert pretty much everything was changed from the initial tf2 shader, and it works on skeletal meshes just like it works on static meshes, you can see this on the loc or the bigger ship in the harbour.
as for getting it to work, just read the readme file, that pretty much covers what you have to do to make it run, its really not that complicated, bigges difference is that you copy the airborn folder into your ut3 root and not my documents stuff
everything but ...
and now comes a long list of things that are not there or not there yet, starting with funding or the experience to build up and keep a good company running.
the topic is a bit more complex then just creating some good assets and having some ideas that might work out, or might not
@arrangemonk: there are plenty of options right now, it's not a decision that we can or want to make quick, however, there is no point in not going udk, so thats pretty much set so far.
http://www.udk.com/
port it over so people don't have to have ut3 installed
Honestly, awesome work. Best work I've seen on a mod.
A++
http://www.moddb.com
we would definitely appreciate some votes
http://www.moddb.com/mods/airborn/
butt i dunno if you can vote without registration
oh and merry christmas
Looks really gnarly though..
"you choose the right side my son.. "
edit: you can vote without reg..
I'm blown away by how your clouds look in your recent screenshots on ModDB. Can you explain in more detail how you're doing that? Or is there a thread somewhere that explains it? I've been searching and can't find anything. Thanks ^_^
After some small projects we decided to work on Airborn again
I'm working half time on Airborn, finally enough time to really make it shine...
Only one wip picture right now, but there are more to come!