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Inferno
July 5th, 2010, 01:35 AM
I'm not certain this map will make it but I think I'll at least get it to the Alpha stages before calling it a hit or miss. It is not a exact remake. I'm taking the layout and adapting it into Unreal. Changing things as I see fit. I've already replaced the sniper tower ramp with a jump pad and added a ramp between the sniper back side and the center. There is also a incline into the mid center structure and there will be no glass in the flat center area.

More to come. I'm tired as fuck. Post your ideas for changes and additions to the map.

http://inferno.codebrainshideout.net/Images/Freezer%20Burn.png

Sel
July 5th, 2010, 06:12 AM
you forgot to tell us what map you're remaking.

Darqeness
July 5th, 2010, 06:30 AM
I think it's Lockout or something similar. Either way a lot of the proportions are going to have to be changed if it's going to be any fun in Unreal.

Limited
July 5th, 2010, 11:36 AM
Looks like a Mario map, 2.5D

Inferno
July 5th, 2010, 12:32 PM
I think it's Lockout or something similar. Either way a lot of the proportions are going to have to be changed if it's going to be any fun in Unreal.

^^

I'm just building each section and scaling it to unreal proportions. Adding new areas to make up for jumping height and length.

edit-

When a alpha build is done there will be a public beta for gameplay crit. Maybe today. Most likely in a few days.

Teltaur
July 5th, 2010, 12:57 PM
Well, if you are planning on keeping it in Forerunner theme, I could always give you an updated version of that Forerunner Asset Pack I showed on here a while back. I've gotten to fix a ton of tiling and pattern issues that showed up in warlord's Crysis structures, and I've tried going back and creating some more Halo 3-styled versions of Halo CE textures just for a more uniform look. If you're interested just send me a PM, and if not it's no problem.

Inferno
July 5th, 2010, 01:09 PM
I'm actually heading for a industrial theme. Probably something like deck. But if that doesn't work out I can always jump back to forunner.

Inferno
July 5th, 2010, 01:46 PM
*COUGH*

I'm slowly getting the walkways and shit in place. I've been adding a lot of inclines and jumps to the map. There are some pretty massive changes in the underside of the map. I'll probably go ahead and detail out the BR tower and ramps around it before doing the grav lift and elbow.

The standard lockout layout is way to flat. That's why things look they've been raised and lowered in places. I'm trying to create a more interesting map with more height advantages from specific areas.

http://inferno.codebrainshideout.net/Images/freezer%20burn%202.png

Inferno
July 5th, 2010, 03:37 PM
*TRIPLE POST*

Alright. I'm down to the last 2 sections. I need to put in the giant gravity beam block of the map and then I will attatch the elbow (though I'm thinking of changing the elbow). I've added a grav lift from the bottom of the battle rifle tower that shoots you up on top. This will hopefully make it harder to defend battle rifle tower.

http://inferno.codebrainshideout.net/Images/freezer%20burn%203.png

Inferno
July 5th, 2010, 06:58 PM
*QUADRUPLE POST*

So yeah I finally got the layout complete. Now for clean up and testing and then a alpha release for feedback.

http://inferno.codebrainshideout.net/Images/freezer%20burn%204.png

Inferno
July 12th, 2010, 08:31 PM
Sup, maps progressing slowly.

http://inferno.codebrainshideout.net/Images/freezerburn%20beta%202.png
http://inferno.codebrainshideout.net/Images/freezerburn%20beta%203.png
http://inferno.codebrainshideout.net/Images/freezerburn%20beta%204.png

Higuy
July 13th, 2010, 07:56 AM
I'm liking the new city style you put it in. It fits. :)

neuro
July 13th, 2010, 11:46 AM
looks pretty sweet there inferno.

Donut
July 13th, 2010, 11:51 AM
loving the city on the outside

Inferno
July 13th, 2010, 12:57 PM
I'm somewhat in love with the HU asset packs for unreal. There are so many assets and styles in those packages I'm almost drowning in ideas for the map.

:downs:

neuro
July 15th, 2010, 02:48 AM
human_urban assets ftw

Inferno
July 15th, 2010, 04:59 PM
I know I should be working on the map right now but I've got that lazy feeling lately. It's like I work on mods for a few weeks then I turn into a lazy fuck for a few days then I get back to modding and etc.

Inferno
July 16th, 2010, 06:35 PM
Okay I'm out of the lazy spell and back into the map. I'm starting to detail with meshes. Once meshes are all in place and I like the way the map looks I'll go back and texture/modify the brushes in the map to finish it. Then I'll be home free.

I'd say I'm about at 25% of mesh detailing. Sniper tower + Elbow + Mid are all done.

http://inferno.codebrainshideout.net/Images/freezerburn%20beta%205.png

http://inferno.codebrainshideout.net/Images/freezerburn%20beta%206.png

http://inferno.codebrainshideout.net/Images/freezerburn%20beta%207.png

FRain
July 19th, 2010, 10:17 AM
yeah thats cause you were too busy playing starcraft with me :P

Inferno
July 20th, 2010, 08:47 PM
Lots of progress but I'm to lazy to throw up a bunch of screenshots.

Grav room + sword catwalks + a few more windows + BR tower bottom and top room + under glass + BR launch pad + a few others are all done being meshed.

http://inferno.codebrainshideout.net/Images/freezerburn%20PROGRESS%202.png
http://inferno.codebrainshideout.net/Images/freezerburn%20PROGRESS.png

Inferno
July 21st, 2010, 07:56 PM
1 Monster Energy Drink and 8 hours later...

http://inferno.codebrainshideout.net/Images/freezer%20burn%20V%20beta%201.png
http://inferno.codebrainshideout.net/Images/freezer%20burn%20V%20beta%202.png

Progress. Progress. Progress. I'm getting close to texturing.

kid908
July 21st, 2010, 10:27 PM
Can't wait to see how you're going to texture the play area. looks really good. I had always love lockout and like the relocation.

Inferno
July 21st, 2010, 10:29 PM
Can't wait to see how you're going to texture the play area. looks really good. I had always love lockout and like the relocation.
I'm still trying to work out how I'm going to texture it. I'm probably going to end up using lots of metal/rust/concrete tileables but break them up with separate brushes and trimming.

neuro
July 23rd, 2010, 03:04 AM
don't make it too busy-looking, the layout of the map alone will make it look busy enough as it is.

Inferno
July 23rd, 2010, 03:28 PM
I'm actually more worried about the map looking to plain when I texture it. There are a lot of large flat surfaces that I will probably have to break up into multiple brushes to make them look interesting when textured.

Unreals art is all busy anyways. Most unreal maps go as far as "over detailing" most of the time and it makes the game look pretty unique.

kid908
July 23rd, 2010, 05:08 PM
I'm actually more worried about the map looking to plain when I texture it. There are a lot of large flat surfaces that I will probably have to break up into multiple brushes to make them look interesting when textured.

Unreals art is all busy anyways. Most unreal maps go as far as "over detailing" most of the time and it makes the game look pretty unique.

I've always wondered, Is it possible to actually import a mesh bsp or do you need to outline one using the brush tool? I know Unreal is extremely scenery object heavy, I've messed around a bit, but never to the point of an entire bsp import.

Lateksi
July 23rd, 2010, 05:21 PM
Hey hey could you please consider a style like this?
398Ji8GbRMs

TBH your current model looks great, and industrial would indeed suit it, but that was just my two cents; I love ancient game levels. :ap:

EDIT: just ignore this post, I didn't realize you had advanced so much on the 3rd page.

Inferno
July 23rd, 2010, 06:45 PM
I've always wondered, Is it possible to actually import a mesh bsp or do you need to outline one using the brush tool? I know Unreal is extremely scenery object heavy, I've messed around a bit, but never to the point of an entire bsp import.

Yes. I have done it before but it take a LOT of time to do it properly and efficiently.


Hey hey could you please consider a style like this?
398Ji8GbRMs

TBH your current model looks great, and industrial would indeed suit it, but that was just my two cents; I love ancient game levels. :ap:

EDIT: just ignore this post, I didn't realize you had advanced so much on the 3rd page.

That's a cool style but it doesn't fit unreal very well.

Inferno
July 24th, 2010, 01:40 AM
So.

Fucking.

Tired.

Can't.

Map.

Any.

More.

But hey, WE ARE ON TO THE TEXTURE DETAILING FINALLY!

I also learned kimset and implemented the most amazing kimset event of all time. I'll be posting a video once I update the player targeting mechanic. It still misses with hitscans sometimes and I think I could improve it.


http://inferno.codebrainshideout.net/Images/freezerburn%20beta%209.png


http://inferno.codebrainshideout.net/Images/freezerburn%20beta%2010.png

neuro
July 24th, 2010, 05:22 AM
lookin' alright there :P

Inferno
July 24th, 2010, 02:36 PM
Do you think the concrete shaders are a little to bland? I'm trying to pull more variation from the packages by creating my own versions of the shaders but they are still very "meh" looking.

Inferno
July 24th, 2010, 09:28 PM
Still processing but you get the idea I hope.

tFZXmOiX17w

sdavis117
July 24th, 2010, 09:47 PM
I was chatting with Inferno, and those random comments were completely sane and very intelligent sounding in context with what he was saying.

Inferno
July 24th, 2010, 09:49 PM
I was chatting with Inferno, and those random comments were completely sane and very intelligent sounding in context with what he was saying.

Nope.avi

Lateksi
August 2nd, 2010, 07:54 AM
LOLCATS

awesome

Inferno
August 3rd, 2010, 08:20 PM
Changed the thread name since this map is fucking horrible. I don't know where it came from.

http://inferno.codebrainshideout.net/Images/revelations.png
http://inferno.codebrainshideout.net/Images/revelations%202.png

Revelations will be released without bot support due to horrible bot programming by epic. Thanks~

Inferno
August 3rd, 2010, 09:44 PM
Animated bloom/emissive maps? Yeah I got a bunch of them right here~

http://inferno.codebrainshideout.net/Images/rev%20shading.png

Teltaur
August 3rd, 2010, 10:51 PM
It looks like you're still not importing your normal maps with the right compression settings or LOD group (although the second is much less significant, and not really as much of an issue). It's something you've done with almost all of your Halo ports, and it really effects how the lighting and general detail of the normal map gets displayed.

Here's an example using your Ivory Tower port.
The normal map with default compression settings:
http://a.imageshack.us/img696/8098/yours.png

The normal map with normal map compression settings:http://a.imageshack.us/img268/7382/minegs.png

Now, of course, Halo 2's normal maps would need some touching up to appear correctly in UE3, but this gives the general idea of how much of a difference in detail it can make.

Inferno
August 4th, 2010, 12:06 AM
How would I go about re-importing them with this compression. I had no idea I had to do it this way.

: |

Inferno
August 4th, 2010, 12:30 AM
Welp~

http://inferno.codebrainshideout.net/Images/rev%20base%20texturing%202.png
http://inferno.codebrainshideout.net/Images/rev%20base%20texturing.png

Sel
August 4th, 2010, 12:53 AM
lol about time you got around to this !

Hit me up and we'll ut3 on rev sometime, whenever you've got a playable build.

neuro
August 4th, 2010, 01:38 AM
make sure that when you import normalmaps, SRGB IS TURNED OFF! it fucks up your normalmap massively.
also what teltaur said is completely true, you -NEED- the right LOD groups and settings for importing normalmaps, or they get distorted and de-normalised.

Teltaur
August 4th, 2010, 07:00 AM
Well, when you import the normal map in the first place, under the name and package section there should be a list of settings. One will say "Compression settings", just set that to Normals, and the other will say LOD Group, set that to World_NormalMap (and those names may be completely wrong, I'm just going off memory right now). Going back in and editing the compression settings after the texture's been imported won't do you any good, at least in my experience, so you'll have to reimport all of your normal maps.

Inferno
August 4th, 2010, 07:33 AM
Alright. I'll do that and see how it turns out.


lol about time you got around to this !

Hit me up and we'll ut3 on rev sometime, whenever you've got a playable build.

What's your steam?

neuro
August 4th, 2010, 08:15 AM
Well, when you import the normal map in the first place, under the name and package section there should be a list of settings. One will say "Compression settings", just set that to Normals, and the other will say LOD Group, set that to World_NormalMap (and those names may be completely wrong, I'm just going off memory right now). Going back in and editing the compression settings after the texture's been imported won't do you any good, at least in my experience, so you'll have to reimport all of your normal maps.

this is correct, changing them afterwards won'd do any good, unless you've imported your textures with Defer Compression on. (which you haven't) and it's no use doing it after it's saved the package either, ebcause ti only defers compresion up to saving.

Sel
August 4th, 2010, 08:19 AM
What's your steam?

http://steamcommunity.com/id/selentic/

Inferno
August 4th, 2010, 09:48 AM
SeL: mmm alright
SeL: well I'm gonna go shower and whatnot
SeL: and that takes a while because of my huge ears
SeL: and tail!
SeL: so seeya
SeL: later!
Assault Surgeon: bad images in my head!

http://inferno.codebrainshideout.net/Images/rev%20blue%20base%202.png

http://inferno.codebrainshideout.net/Images/rev%20blue%20base.png

Lateksi
August 4th, 2010, 04:47 PM
Sorry, Inferno, but your old Halo map ports seemed kind of bland... Could you make them look more like this? All shiny and shit... I'm not saying what you should do or that I even know anything about UE lol but just my 2 cents. :downs: From the looks of the small viewport pics rev's looking good :neckbeard:

pHEkRRsHlYg&hd=1

neuro
August 5th, 2010, 01:21 AM
damn, if anything, THAT map looks incredibly bland.

edit:

i get what you mean, Inferno hadsn't done much shaderwork on this thing yet, that's all.

Inferno
August 5th, 2010, 02:39 PM
I used cubemaps the same way that Halo uses cubemaps. You can't tell from the pictures but there are those weird stationary reflections : P. I may go back and do an exterior cube map though. That would look cool.

neuro
August 5th, 2010, 03:06 PM
what you need are normal/spec maps.

if you're using the original halo textures, it's got spec maps in the alpha channel of the diffuse i think.

Inferno
August 5th, 2010, 04:06 PM
Yeah but it looks all fucked up when I use specular on Halo models. Do I have to create specular UV channel for each model or something?

Inferno
August 5th, 2010, 04:07 PM
-hxxZofwZ1c

Another map? What is the world coming too!

Inferno
August 7th, 2010, 01:22 PM
I have nothing new to post except progress has been made in making this silly thing sync online.

edit-

Oh and I'm going to convert the freezerburn BSP into a static mesh so I can get full lightmap control along with better texture UV's.

jcap
August 8th, 2010, 12:30 PM
Heh, that looks pretty fun. It would be insanely hectic with a lot of people. Reminds me of Juggernaut in Reach.

Inferno
August 9th, 2010, 04:16 PM
We made some changes after a little testing.

The map now syncs online and we also replaced some weapons and increased the size of the map.

Inferno
August 13th, 2010, 12:05 PM
I optimized the bsp (by hand) and created custom lightmap UV's. The lighting quality has improved quite a bit.
http://inferno.codebrainshideout.net/Images/freezerburn%20lighting.png

Inferno
August 13th, 2010, 03:36 PM
BEFORE:
http://inferno.codebrainshideout.net/Images/revelations%20remodel%20before.png


AFTER:
http://inferno.codebrainshideout.net/Images/revelations%20remodel%20after.png

:v:

Inferno
August 14th, 2010, 01:06 AM
So what do you guys think of the lineup for my final map pack for Unreal 3.

DM-Iron Works (freezerburn)
GRD-Iron Works
CTF-Iron Works

DM-Energy Grid (square court)

VCTF-Revelations
CTF-Revelations
DM-Revelations

DM-Rat Trap
GRD-Rat Trap
CTF-Rat Trap

neuro
August 14th, 2010, 03:13 AM
no

Sel
August 14th, 2010, 04:08 AM
This is why being able to rename threads was disabled inferno.

Cagerrin
August 14th, 2010, 04:18 AM
Make Rev's terrain not look shitty before you release the pack?

e: also, this is something I suggested ages ago that never got implemented, but it makes the stupid octagon rows around the base look Forerunner instead of tacky:

http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20090825195605_3m49s.png

neuro
August 14th, 2010, 04:26 AM
Make Rev's terrain not look shitty before you release the pack?
___________________.

Lateksi
August 14th, 2010, 12:11 PM
Yeah it's not that Selentic did a bad job with it but Halo has it's limitations...

Inferno
August 14th, 2010, 04:59 PM
Make Rev's terrain not look shitty before you release the pack?

e: also, this is something I suggested ages ago that never got implemented, but it makes the stupid octagon rows around the base look Forerunner instead of tacky:

http://www.majhost.com/gallery/TalonX/randomstuff/WIP/20090825195605_3m49s.png

Should have told me that before I imported it into unreal. It's hard to go back and change things at this point.

Inferno
August 15th, 2010, 12:19 AM
Yeah so.

http://forums.beyondunreal.com/showthread.php?t=193262



I'm currently working on a map called Revelations. The map plays pretty good ( I still have some changes to make ) but bots have a problem navigating due to the overall shape of the map. I've tried scripting, 1 way pathing, and many other tricks but nothing seems to work.

The root of the problem is the shape of the map. The bases are actually very close to each other but the map goes around in a big U shape. The bots seem to think they are closer to the enemy base when they spawn and don't like to follow the route around the map. They (eventually) do but a lot of the time they just wander back and forth in front of the base and stand idle near the flag. The most anoying part is the vehicle paths. They almost NEVER take them for some odd reason. They like to jump in the vehicles and drive 50 feet and jump out.

Here is a picture of the map from top view (with the upper cliffs removed) too show the underground area.
http://inferno.codebrainshideout.net/Images/rev%20bot%20paths.png

Here is a download of the map. If some of you guys would try your hand at this I would be very grateful. I've reached my wits end with this (like 6 hours straight trying to make this work) and I want the map to support bots when I release it.

http://inferno.codebrainshideout.net...ad%20Bots).rar (http://inferno.codebrainshideout.net/Public%20Files/Revelations%20%28Bad%20Bots%29.rar)

Thanks.

Llama Juice
August 15th, 2010, 11:14 AM
Are there any U Shaped maps in UT3? Look at their pathing and see what you're doing wrong.

Inferno
August 15th, 2010, 07:59 PM
All the default VCTF maps are big straight runs to the other base.

Mass
August 16th, 2010, 07:52 PM
if you're thinking of upgrading that terrain step one is deleting it ...since what are you trying to keep? aesthetic value? game-play value? bahahahaha

am flattered just a little tbh, and lol'd at still unfixed base geometry

Inferno
August 16th, 2010, 10:33 PM
I'm just adding paths where they need to be. I'm just going to release it with a few minor changes. I have other maps that need more attention.

Inferno
August 21st, 2010, 12:01 PM
Oh god what the hell did I do wrong here? It's not painting the textures as a alpha layer. It's acting like it's using vertex alphas to to paint the terrain layer.

And it looks horrible. How do I fix it?

:gonk: :gonk: :gonk:

http://inferno.codebrainshideout.net/Images/GD_terrain.png

Llama Juice
August 22nd, 2010, 12:36 AM
I thought it always did it by vertex data instead of an alpha map?

neuro
August 22nd, 2010, 10:57 AM
increase tesselation :P

Inferno
August 22nd, 2010, 12:49 PM
It was already pretty tessellated to begin with but I went ahead and did that. It's odd, that dirt material is only one that looks weird like that. Welp, I'll just use my frozen rock materials.

Now to figure out how to do weather (snow) in UE.

neuro
August 22nd, 2010, 05:22 PM
i think it's a screen effect.

Inferno
August 24th, 2010, 01:27 PM
Actually there are 2 ways to do it.

1. Attach a particle emitter to the players head in kimset. (only works properly in SP)

2. Rain cube meshes with custom shaders.


I used the rain cubes.

Inferno
August 30th, 2010, 10:35 PM
Just a teaser. The map is pretty much as done as it gets. I'll clear up a few of the lighting issues tommarow and add the steam effects.

http://inferno.codebrainshideout.net/Images/rat%20trap%20preview%201.png

JackalStomper
August 31st, 2010, 09:24 AM
Looks nice, A little empty... but nice. Just remember to put some blocking volumes on those stalagmites. Their collision is hell on player movement.

Inferno
August 31st, 2010, 01:10 PM
I'm going to add some detail snowy rocks on the ground to make it look a little more interesting. But the rest of the map is pretty well detailed.

ThePlague
September 2nd, 2010, 10:18 PM
Posting for Inferno:

Rat Trap, loosely based on Rat Race:
http://inferno.codebrainshideout.net/Images/BBMP1.png
Square Court:
http://inferno.codebrainshideout.net/Images/BBMP2.png
Iron Works, remake of Lockout:
http://inferno.codebrainshideout.net/Images/BBMP3.png
Revelations:
http://inferno.codebrainshideout.net/Images/BBMP4.png