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ut4_freshoffice_a2

Alpha versions of your map
fresh
Posts: 9
Joined: Wed Oct 16, 2013 4:08 pm

ut4_freshoffice_a2

Postby fresh » Sun Jan 05, 2014 4:55 pm

Hello,
this is my second map. (Not really, because the first one was never released)
So, anyway, The map is an office and for about 6 players, because it's not very big.

Gamemodes: TS, FFA, LMS, TDM

Download: https://www.mediafire.com/?a3y7j2cyazmz523

Screenshots:
Spoiler: show
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So please tell me what you think ;D

freshh

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xandaxs
Posts: 959
Joined: Wed Aug 17, 2011 5:22 pm
Location: Oeiras, Portugal
Contact:

Re: ut4_freshoffice_a2

Postby xandaxs » Sun Jan 05, 2014 6:36 pm

what happened to all the lights?
[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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superMarth
Posts: 14
Joined: Sun Jan 05, 2014 1:35 am
Location: VR, Italy

Re: ut4_freshoffice_a2

Postby superMarth » Sun Jan 05, 2014 6:58 pm

I tested that. Nothing particular to report.
<@superMarth> so basically we have to do all the map in a yacht right?
<wily> are you suggesting we kick it to a yacht and dev from there? absolutely
<wily> best plan I've heard ever

fresh
Posts: 9
Joined: Wed Oct 16, 2013 4:08 pm

Re: ut4_freshoffice_a2

Postby fresh » Sun Jan 05, 2014 7:29 pm

xandaxs wrote:what happened to all the lights?

you mean those on the roof or in the .map? ;p

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Rayne
Site Admin
Posts: 624
Joined: Wed Aug 17, 2011 5:22 pm

Re: ut4_freshoffice_a2

Postby Rayne » Mon Jan 06, 2014 9:02 pm

In the map, that lighting is just horrible.

fresh
Posts: 9
Joined: Wed Oct 16, 2013 4:08 pm

Re: ut4_freshoffice_a2

Postby fresh » Tue Jan 07, 2014 3:37 pm

Rayne wrote:In the map, that lighting is just horrible.

hmm... yeah - that could be because I wasnt sure how many lights I should do and if something was too dark, I'd have to render it again and that took too long.
I will work on it and try to make better lights.

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skuzzzz
Posts: 51
Joined: Fri Jun 21, 2013 10:37 pm
Location: United States of America, Oregon

Re: ut4_freshoffice_a2

Postby skuzzzz » Sun Feb 23, 2014 4:43 pm

fresh wrote:I'd have to render it again and that took too long. I will work on it and try to make better lights.


I have a very simple solution for you. This suggestion is a way for you to test out your lighting without your compilation taking SO long just so you can see how it looks in game.

I recommend saving your map in "sections". Do this by shift + selecting certain parts of your map.

(For example:) I see you have created a type of break room in your level. So, shift + select the entire breakroom, then go to file > save selected. Name it breakroom and save it.This will create a prefab of your breakroom in your map folder. Your breakroom is now it's own seperate .map file. Save your current map, then open your breakroom.map.

Now, you can add lights, or delete lights, and then compile this SMALL part of your map so you can see how your lights will looks. This will be much faster as the compiler only has to deal with a limited amount of geometry. Don't forget to add a spawn and seal off your map completely!

:)


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