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by FrankieV
Fri May 31, 2013 3:12 pm
Forum: Mapping Discussions
Topic: Mapping for UrT HD
Replies: 58
Views: 23014

Re: Mapping for UrT HD

Hay Rayne sorry about the late late response. Flajjen is right it can be done and it's only an issue of whats hard to do becomes easy over time which is just the nature of 3d in general. The problems with putting content into the idtech3 engine is a case of the artist having to work around the limit...
by FrankieV
Sat Jun 01, 2013 3:11 pm
Forum: Mapping Discussions
Topic: Mapping for UrT HD
Replies: 58
Views: 23014

Re: Mapping for UrT HD

OK lets do some prep work then. To have complete control over the lighting solution in an idtech3 based game there will be problems and tradeoffs but with a proper set up what will work and what does not become a lot easier as what would take months of work out now takes a few minuets to correct bas...
by FrankieV
Sat Jun 01, 2013 7:45 pm
Forum: Mapping Discussions
Topic: Mapping for UrT HD
Replies: 58
Views: 23014

Re: Mapping for UrT HD

And I'm gone.
by FrankieV
Sat Jun 01, 2013 8:23 pm
Forum: Mapping Discussions
Topic: Mapping for UrT HD
Replies: 58
Views: 23014

Re: Mapping for UrT HD

I'll leave on a final word. This is me with over 30 years of CG under my belt coming in as an individual and not as a member of the FS team saying I have some really cool ideas of how you can use 3ds Max to create your own development pipeline that can be used in “any” game engine available today. Y...
by FrankieV
Wed Jun 05, 2013 8:00 pm
Forum: Mapping Discussions
Topic: Design Process
Replies: 89
Views: 33830

Re: Design Process

A bit of home work to save some time not having to reinvent the wheel. http://en.wikipedia.org/wiki/Top-down_and_bottom-up_design Making a map for Urban Terror is definitely bottom-up design. Neither is good or bad but but knowing when to switch your brain from one design path way to another has pos...
by FrankieV
Wed Jun 05, 2013 10:59 pm
Forum: Mapping Discussions
Topic: Design Process
Replies: 89
Views: 33830

Re: Design Process

Perfect
by FrankieV
Wed Jun 05, 2013 11:46 pm
Forum: Mapping Discussions
Topic: Design Process
Replies: 89
Views: 33830

Re: Design Process

Layout was made with student copy and might not load back in on your end.

Might want to try downloading Grand Hall CC.

http://www.urbanterror.info/forums/topi ... e-commons/

It's a creative commons version of our Grand Hall test map.
by FrankieV
Wed Jun 05, 2013 4:53 am
Forum: Mapping Discussions
Topic: Mapping for UrT HD
Replies: 58
Views: 23014

Re: Mapping for UrT HD

OK Rayne no harm no foul but I was a bit surprised at your reaction so lets deal with the issue in hand. To put it simply I would not count on any improvements as far as graphics go as the logistics are just to great to add to an engine that was never intended to be pushed as far as we have gone for...
by FrankieV
Thu Jun 06, 2013 3:20 am
Forum: Mapping Discussions
Topic: Design Process
Replies: 89
Views: 33830

Re: Design Process

Well Rayne if you can supply a Max file to work on that would be even better. Better still how about make it a team based project and “we” build a KnockOut map as the objective? By the way if you set your world space pivot for all objects in 3ds Max to 0 0 0 than all objects you export from Max will...
by FrankieV
Thu Jun 06, 2013 3:20 pm
Forum: Mapping Discussions
Topic: Design Process
Replies: 89
Views: 33830

Re: Design Process

1) I would rather not copy someone else's map design. The problem Skaz had with Nevada is it used the same layout as Turn Pike so when it was released the players tended to bias that Turn Pike was better and that Nevada was just different. 2) This is a typical problem between bottom up and top down ...

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