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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_sugarmill_a1

Alpha versions of your map
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ValkoVer
Posts: 176
Joined: Mon Aug 22, 2011 11:01 am
Location: Poland

ut4_sugarmill_a1

Postby ValkoVer » Sun Sep 23, 2012 5:35 pm

http://www.sendspace.com/file/y3pq1y
Early version, not suitable for playing.

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

Re: ut4_sugarmill_a1

Postby johnnyenglish » Mon Sep 24, 2012 4:55 am

valkover - there's a map upload form on the CMM servers page which copies your map to a download area and the servers.

Download from here

btw: nice!!! detail

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ValkoVer
Posts: 176
Joined: Mon Aug 22, 2011 11:01 am
Location: Poland

Re: ut4_sugarmill_a1

Postby ValkoVer » Mon Sep 24, 2012 1:24 pm

ValkoVer wrote:Early version, not suitable for playing.

:roll:
I have to fix detail shaders actually because they work only when i use vertex painting shader, which means unnecessary shader stages... When secondary texture is removed blending is messed up and i don't know how to fix it. Oh and that shader from shader manual doesn't work at all, lol.

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johnnyenglish
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Re: ut4_sugarmill_a1

Postby johnnyenglish » Mon Sep 24, 2012 1:39 pm

Yeah but overall, the map looks sweet and the detail on the ground looks amazing, is it on the white tank also?

(get it? sugar mill, sweet)

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ValkoVer
Posts: 176
Joined: Mon Aug 22, 2011 11:01 am
Location: Poland

Re: ut4_sugarmill_a1

Postby ValkoVer » Mon Sep 24, 2012 2:18 pm

execute r_detailtextures 0 cvar and then vid_restart to see map without detail texture

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Delirium
Posts: 366
Joined: Sat Aug 27, 2011 8:37 am
Location: Auckland, New Zealand

Re: ut4_sugarmill_a1

Postby Delirium » Mon Sep 24, 2012 3:32 pm

Amazing Valk, you've done it EXACTLY as I imagined! perfect job!

Might want to not autoclip some of those models, such as the corrugated iron and tyre
Image

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ValkoVer
Posts: 176
Joined: Mon Aug 22, 2011 11:01 am
Location: Poland

Re: ut4_sugarmill_a1

Postby ValkoVer » Mon Sep 24, 2012 3:41 pm

Clips are temporary like most things for now, i will make simplified version of whole map, export it to map and use it for clipping

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Delirium
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Location: Auckland, New Zealand

Re: ut4_sugarmill_a1

Postby Delirium » Mon Sep 24, 2012 3:47 pm

Sweet. Once again, looks bloody great! :)
Image

Drezil
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Re: ut4_sugarmill_a1

Postby Drezil » Mon Sep 24, 2012 5:34 pm

any screens?

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xandaxs
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Re: ut4_sugarmill_a1

Postby xandaxs » Mon Sep 24, 2012 9:09 pm

I feel like the map is still in need of so much work (as it is an early version), that I won't give any feedback regarding textures or anything..

Must say though, the map looks really great!
Hopefully I'll be able to play on it and give you a feedback layout! ;)

Just remove the random clips around the map and I'm ready to go! ;)

BTW: It looks like it is too bright for a night skybox, and those bright spots on it are confusing :x
[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

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