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Also, I've removed the skybox and shader links for now, the shader generator page was being abused and as we're moving towards a ue4 mapping base, they're redundant.

ut4_bus_stop

Alpha versions of your map
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johnnyenglish
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Location: Nottingham, England

Re: ut4_bus_stop

Postby johnnyenglish » Fri Sep 09, 2011 5:37 am

Another days progress - more models added - just making decals now for dirt and signs.


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xandaxs
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Location: Oeiras, Portugal
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Re: ut4_bus_stop

Postby xandaxs » Fri Sep 09, 2011 10:30 am

I think some places are way too dark...
Which r_gamma did you use in that video?

Also, the map looks, amazing, but just like the others, a bit big; I'd need to take a look at the layout to tell for sure though
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Image

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johnnyenglish
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Location: Nottingham, England

Re: ut4_bus_stop

Postby johnnyenglish » Sat Sep 10, 2011 7:05 am

I like to make a video after each spurt of mapping, it's nice to look back over the progress thats made.

Here's the most recent, started clipping models.


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xandaxs
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Location: Oeiras, Portugal
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Re: ut4_bus_stop

Postby xandaxs » Sat Sep 10, 2011 1:48 pm

Hey there johnny! :D
It is looknig good, great actually!

Mind lending me that yellow light you are using? (texture + script) please :D
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Image

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johnnyenglish
Space cake
Posts: 895
Joined: Wed Aug 17, 2011 9:23 am
Location: Nottingham, England

Re: ut4_bus_stop

Postby johnnyenglish » Fri Sep 16, 2011 7:56 am

Some changes, some progress since the last video


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nemNEMnem
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Re: ut4_bus_stop

Postby nemNEMnem » Fri Sep 16, 2011 11:29 am

the arrows are nice, what about a metaldoor, there?
for a big tree, you need a small axe.
--Bob Marley--

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xandaxs
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Re: ut4_bus_stop

Postby xandaxs » Fri Sep 16, 2011 2:11 pm

looking nice, mind posting an image of the minimap?
Just so we can see the layout and so on..
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

Image

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johnnyenglish
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Posts: 895
Joined: Wed Aug 17, 2011 9:23 am
Location: Nottingham, England

Re: ut4_bus_stop

Postby johnnyenglish » Fri Sep 16, 2011 3:12 pm

I'll probably have a test version tomorrow that you can play around with - I've been clipping some areas v3nd3tta found that I didn't intend to be accessible but dont worry, I've not restricted this map height wise at all and is jumper friendly.

I've gone a bit bonkers with the models as usual, stuff like my lightbuibs have too many triangles and need simplifying but I've hinted some of the map and fps seems good all round.

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theRipper
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Re: ut4_bus_stop

Postby theRipper » Sat Sep 17, 2011 5:04 am

how many spawns are you going to use? this map looks large enough for a full 32[or higher ;)] server
Image

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johnnyenglish
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Joined: Wed Aug 17, 2011 9:23 am
Location: Nottingham, England

Re: ut4_bus_stop

Postby johnnyenglish » Sat Sep 17, 2011 6:44 am

its about the size of algeirs - v3nd3tta timed the capture time for a flag at 6 seconds though - I think.

Edit; that can't be right, need to check

Edit: Thanks for reminding me, I did a big compile overnight but forgot to rotate the blue spawns


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