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ut4_ruins

Ideas and concepts for maps, discuss here.
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banksy
Posts: 196
Joined: Wed Mar 07, 2012 11:10 am
Location: Australia

Re: ut4_ruins

Postby banksy » Sun Feb 23, 2014 12:36 am

Riyadh is made from patch and that runs fine. I can't think of a decent alternative for a nice wavey sand terrain.
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RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: ut4_ruins

Postby RedSnappa » Sun Feb 23, 2014 3:02 am

banksy wrote:Riyadh is made from patch and that runs fine. I can't think of a decent alternative for a nice wavey sand terrain.

Riyadh is made from trisoup, not patch.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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banksy
Posts: 196
Joined: Wed Mar 07, 2012 11:10 am
Location: Australia

Re: ut4_ruins

Postby banksy » Sun Feb 23, 2014 4:13 am

Really? Damn that would take a while haha! It looks smooth though. Generally with trisouping you can see eshes of brushes, Riyadh looks flawless haha
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RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Re: ut4_ruins

Postby RedSnappa » Sun Feb 23, 2014 5:11 am

banksy wrote:Really? Damn that would take a while haha! It looks smooth though. Generally with trisouping you can see eshes of brushes, Riyadh looks flawless haha

Riyadh also uses vertexremapshader keys in its worldspawn:

Code: Select all

vertexremapshader0     textures/ut_riyadh/terrain_0;textures/ut_riyadh/vxterrain
vertexremapshader1     textures/ut_riyadh/terrain_1;textures/ut_riyadh/vxterrain
vertexremapshader2     textures/ut_riyadh/terrain_2;textures/ut_riyadh/vxterrain
vertexremapshader3     textures/ut_riyadh/terrain_0to1;textures/ut_riyadh/vxterrain
vertexremapshader4     textures/ut_riyadh/terrain_0to2;textures/ut_riyadh/vxterrain
vertexremapshader5     textures/ut_riyadh/terrain_1to2;textures/ut_riyadh/vxterrain

I don't know how to use these keys (or even if they still work), but there they are.

Also note that Riyadh is symmetric, so it only takes half as much time to do.
Last edited by RedSnappa on Sun Feb 23, 2014 1:13 pm, edited 1 time in total.
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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banksy
Posts: 196
Joined: Wed Mar 07, 2012 11:10 am
Location: Australia

Re: ut4_ruins

Postby banksy » Sun Feb 23, 2014 5:21 am

Hmm I see. Fair to say these confuse me haha!
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Rayne
Site Admin
Posts: 624
Joined: Wed Aug 17, 2011 5:22 pm

Re: ut4_ruins

Postby Rayne » Sun Feb 23, 2014 10:53 am

We'll try making that terrain an .ase model. I think you could maybe even autoclip it without much problems.

And to achieve smoothness you have phong shading.

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banksy
Posts: 196
Joined: Wed Mar 07, 2012 11:10 am
Location: Australia

Re: ut4_ruins

Postby banksy » Sun Feb 23, 2014 12:30 pm

I have no experience with either :/
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skuzzzz
Posts: 51
Joined: Fri Jun 21, 2013 10:37 pm
Location: United States of America, Oregon

Re: ut4_ruins

Postby skuzzzz » Sun Feb 23, 2014 4:26 pm

It is looking really good. Very clean!

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Rayne
Site Admin
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Joined: Wed Aug 17, 2011 5:22 pm

Re: ut4_ruins

Postby Rayne » Sun Feb 23, 2014 5:06 pm

banksy wrote:I have no experience with either :/


I have.

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banksy
Posts: 196
Joined: Wed Mar 07, 2012 11:10 am
Location: Australia

Re: ut4_ruins

Postby banksy » Sun Feb 23, 2014 10:56 pm

What do you suggest we do now?
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