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ut4_freshoffice_a2
Posted: Sun Jan 05, 2014 4:55 pm
by fresh
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/?a3y7j2cyazmz523Screenshots:
- Spoiler: show
- Spoiler: show
- Spoiler: show
- Spoiler: show
So please tell me what you think ;D
freshh
Re: ut4_freshoffice_a2
Posted: Sun Jan 05, 2014 6:36 pm
by xandaxs
what happened to all the lights?
Re: ut4_freshoffice_a2
Posted: Sun Jan 05, 2014 6:58 pm
by superMarth
I tested that. Nothing particular to report.
Re: ut4_freshoffice_a2
Posted: Sun Jan 05, 2014 7:29 pm
by fresh
xandaxs wrote:what happened to all the lights?
you mean those on the roof or in the .map? ;p
Re: ut4_freshoffice_a2
Posted: Mon Jan 06, 2014 9:02 pm
by Rayne
In the map, that lighting is just horrible.
Re: ut4_freshoffice_a2
Posted: Tue Jan 07, 2014 3:37 pm
by fresh
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.
Re: ut4_freshoffice_a2
Posted: Sun Feb 23, 2014 4:43 pm
by skuzzzz
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!