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[UDK] - Dystopia - UDK Edition |
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CoffeeGrunt
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Topic: [UDK] - Dystopia - UDK EditionPosted: 23 Jan 2010 at 2:40pm |
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Ok, after two years or so of developing with FPSC, I've gotten bored with it's limitations, so after casting around for other engines, and looking up, Unity, Darkbasic, and Unreal, and a couple of others, I settled on UDK...
I've spent most of the last two or so months learning how to use the editors, setting up materials, importing meshes and such, and I've mostly got it all down and sorted - I'm even talking with Errant about helping him get his Task Force 141 models into UDK. Since I didn't want to spend too long getting a project up and running, I figured the best thing to do was to redo my FPSC project, Dystopia, in the UDK environment. This would allow me alot more leeway with polycount, shader complexity, lighting etc, etc. I have the backstory set out, as well as the general universe, I'm still pulling together the game's storyline, and ironing out the details - but the basics of the environments are sorted, and I've started to build the levels themselves. Here are some of the areas of the first level I've managed to get done. Any and all criticism or comments are welcome - so long as they're constructive, I really want this to be something quite nice. It's set in a long abandoned and partially collapsed subway that is the home of a group of refugees seeking shelter from the silver devastation. I haven't tweaked the Lightmass settings yet, and I still need to make edits to some models, also I have yet to add in AI actors, but the general atmosphere is there... A storage room/Bedroom: ![]() A Machinery room: ![]() An old subway tunnel - home to the bulk of the survivors: ![]() Another Angle: ![]() A shack built by Cally, the local scrap collector: ![]() A refugee's bed on the rubble pile: ![]() A lounge area on top of the shack: ![]() |
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Deathead
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Posted: 23 Jan 2010 at 4:28pm |
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Looks, great but I don't think the models are really giving out the full UDK potiential, just wondering are you using FPSC models? Because really, if you want to achieve full power from UDK you should use new "higher" poly models, because I know that the models used don't show of some of the amazing mapping I'm seeing here.
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CoffeeGrunt
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Posted: 23 Jan 2010 at 4:51pm |
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well, because because I've stockpiled models together using FPSC, and don't have enough money or time to go out finding even higher quality stuff - it's pretty scarce...
I'm using only the best stuff from it though. None of that "I maed a zombee, it r mi 1st modull, so b nys!" stuff, Kravenwolf's stuff is going in, Errant's guns look beautiful in the short tests I tried, so they'll look even better all programmed in. Some other models are going in as well that I considered high enough quality, trust me, I don't want this to look crap - and that's what half my models library was...
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Gunn3r
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Posted: 23 Jan 2010 at 4:56pm |
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Well, FPSC did make it look like highly polished crap. :P This however, looks fantastic. I'd love to play some sort of tech demo once you get to that stage. I think I may have to download UDK and try it out.
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Orrion Carn
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Posted: 23 Jan 2010 at 6:24pm |
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You should Gunn3r. I haven't used it that much, but from what I've seen, my brother and I can do a LOT of stuff with it.
Download the video tutorials too. Me and my brother would be lost without them (Thanks CG for turning us onto them) Edit: Oh, sorry CG. Your UDK project looks great so far! I love it
(Gunn3r, you really should edit the Smiley bbcode. I want to be able to do THIS: :D instead of having to put brackets around it. Makes it more user-friendly too.) Edited by Orrion Carn - 23 Jan 2010 at 6:28pm |
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Zemus
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Posted: 23 Jan 2010 at 6:30pm |
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It looks very nice! As mentioned, it doesn't seem to quite harness all the power that could be extracted from UDK. It sort of looks like a game using Cranox/Corvus Mod, and I mean that in a very good way. Keep up the good work, and I'm sure we'll eventually have a very high quality game to play. Perhaps we'll even be holding a DVD-case for it, who knows?
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CoffeeGrunt
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Posted: 23 Jan 2010 at 6:44pm |
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@Gunn3r
If I get to that stage, I'll be sure to release a demo - or the full thing... I fully recommend UDK to you, I reckon you'll do some awesome stuff with it. It's essentially a drag and drop editor like FPSC, just a little bit more advanced. @Orrion Thanks and no problem. Can't wait to see what you and your brother come up with! ![]() @Zemus Thanks. This is a hobby project - I'd love to get into the game design industry though, it'd kinda be a lifelong dream. This project will be non-commercial for three reasons: 1, I want as many people to download and play it as humanly possible. 2, I don't wanna pay the £50 or so to distribute it commercially, as it is designed by an amateur 16 year old, so it won't have too much marketing appeal I'd imagine. This isn't gonna be the new Gears just cause I download UDK sadly. The 3rd reason is that I never really wanted to sell my first game, my ultimate goal is to get this onto the PC gamer UK, (and US perhaps, I'll see how it goes this side of the pond first), freebie disc. Doing that should get me realised as being capable of pulling together a good project and getting the ball rolling with it. Or at least, some brownie points on my CV for perseverance and initiative... |
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Orrion Carn
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Posted: 23 Jan 2010 at 6:45pm |
Meh, we're just toying with it right now. We're calling the map 'Tyler's Playground'. We're just enjoying UT3 for right now. Edited by Orrion Carn - 23 Jan 2010 at 6:46pm |
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CoffeeGrunt
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Posted: 23 Jan 2010 at 6:48pm |
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Anyway, here's the backstory - I figured it needed it's own post. Essentially, humanity was elevated technologically after it made first contact with a peaceful species, many advancements were made, then another race that had been at war with the peaceful race, the Il'Vari, attacked and destroyed every human and Il'Vari controlled planet until the final battle at Earth - Where space-borne weaponry poured so much radiation into the atmosphere that it became almost uninhabitable...
The full timeline is below: 10/9/2008
Completion of Large Hadron Collider, first successful test initiated. 4/5/2010 Tests show evidence of a new quark particle, codenamed Genevieve 15/8/2010 Tests with Genevieve particles show high power outputs, the technology to use them as a power source begins to develop. 12/12/2012 Project Subvert goes public. Genevieve technology is used to create tunnels in space-time, however, probes sent out using this technology appear at random vectors in space. Experiments begin on vector calculation systems. 3/6/2014 Basic targeting systems are created. Project Subvert probes are sent to every nearby solar system, in the hope of scouting future colonies. First human tests through Subvert tunnels end unsuccessfully. 5/11/2014 [Local Probe Dating] Contact made with probe VZ-112 by intelligent lifeforms. Location of Earth is found through the probes onboard computer. 7/11/2014 Transmission from the Sirius system intercepted. The lifeforms reveal themselves as the Il'Vari. Diplomatic ships appear in Earth orbit. 23/11/2014 Beginning of the Age of Advancement. Il'Vari scientists work with humans on many projects. Many diseases are cured, precise targeting down to a mile is created for Subvert tunnels, stabilisation allows colonies of humans to begin spreading, The United Nations creates a new Department, the Department of OffWorld Humanity for this purpose. 12/1/2032 [Terran Calendar] The Age of Colonisation. Mankind spreads to every habitable system within three lightyears of Earth. Martian and Lunar colonies are established. Terraformation technology begins development in cooperation with Il'Vari. Many colonies now see human settlements and Il'Vari settlements living in peace. 13/3/2037 [Terran Calendar] Contact with an unknown species is met on the outer colony, Prosperity. Casualties are heavy, but the planet is saved by Il'Vari warships answering he call for help. Mankind begins to augment it's battelfleet. 21/3/2037-14/12/2056 [Terran Calendar] The War of the Stars, Mankind's first interplanetary war. The alien race reveals itself as the Naal. During this war, many outer settlements are ravaged, including the Il'Vari homeworld. Earth becomes the new adopted homeworld of the Il'Vari, their species is now categorised as endangered, with less than ten thousand left. Naal disappear shortly afterward, no more contact can be established. 10/5/2062 [Terran Calendar] Second War of the Stars. The Naal return to attack the Human and Interim Il'Vari controlled settlements. The battle reached Earth itself. Faced with utter annihilation, the final option is decided upon. Genevieve missiles are launched into orbit, the blast destroys all enemy ships in space, but the high energy waves from the explosion cook the battered surface of Earth. Mankind's Terran population is cut to 1%, Il'Vari population is negligible, their species on the verge of extinction. 2/4/2063 Naal sightings are reported on the planet's surface. They appear to be employing hunter-killer tactics on any humans sighted. Construction of a huge structure begins in Virginia, with unknown intentions. Manufacture of a mechanised hunting force begins. The ruins of humanity are further crushed by gigantic heirophants and gunships. That's the back story to the game. You come in just after the last chapter, as a survivor who has to live in this horrific urban wasteland. |
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Dizzyman572
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Posted: 23 Jan 2010 at 7:47pm |
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That sounds like an awesome idea, you could also have it where the game is open world and the player can except missions from other survivors.
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CoffeeGrunt
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Posted: 24 Jan 2010 at 6:53am |
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Well, I was planning something similar - I'm not sure about open worldness, that would mean it'd have to be fun to mess around in, then I'd have to program random AI encounters, etc...
But side missions were something I was definitely planning, the idea was the player would come across Memorex Cards, which hold the memories of the owner, once activated, the player would enter into that persons memories, (yes, I got the idea from Assassin's Creed), the player would then be able to play through secret side missions, and unlock extra items and such, (i.e., using a Card to find the combination for a safe, the code would be mentioned partway through the sequence)... So far I had these ideas for it: *A civilian whose car gets caught in the bombardment, and has to escape the devastation, *A soldier in Africa, protecting a Genevieve reactor from incoming forces, I'm open to any other suggestions. As far as gameplay, I'm going to have ironsights once I figure how to program it in. Also, the player will be able to carry two healthpacks, which heal 25% health, and one Stem syringe, which injects stem cells into the user to reach 100% health. They can carry four weapons, a handgun, a rifle/shotgun, an explosive, and specialist weapons. I'm still drawing up the list of guns that are given in the story, and can be unlocked. Also, the player can find armour vests lying around certain areas, but rather than them simply adding onto the armour variable, they will replace the current armour. So if you pick up a medium armour, with 50 armour rating, then get it shot down to 30%, it is still better to keep it than pick up a Light armour vest. Hopefully this should make the game a bit more tactical... |
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Gunn3r
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Posted: 24 Jan 2010 at 10:38am |
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I really like that armor idea, Coffeegrunt. I'm tempted to see if I can pull that off in FPSC for eternal. I have an idea of how to do it, but not really any more than that.
Anyway... Can't wait to see more screenshots. What you have so far is pretty awesome.
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ZaneK
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Posted: 24 Jan 2010 at 10:43am |
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That looks really awesome, CG. The FPSC models look good enough in the engine as they are. It looks like a production quality game.
![]() I also like the Memorex Cards idea. Although, like you said, it is a bit of a ripoff of Assassin's Creed, I think it has the potential to add a lot to the gameplay/story development (and flashback scenes are cool anyway). One question though- are you programming this in UnrealScript, or going right to the C++?
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CoffeeGrunt
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Posted: 24 Jan 2010 at 11:38am |
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Probably UnrealScript, as I'm not very good with C++, and I don't know how to use C++ in UDK... :S
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Gunn3r
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Posted: 24 Jan 2010 at 5:21pm |
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The more I look at this, the more I think TC would be AWESOME in UDK. Keep up the good work, man.
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priske415
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Posted: 24 Jan 2010 at 5:36pm |
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Looks decent, but you need to work with more polys mate, UDK can definitely handle way more then your giving it. That couch is a shinning example, the arms are way to blocky and the texture on them is stretched. Also I would highly suggest you look into normal maps, they are very helpful and are rendered wonderfully in UDK.
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Looking for a job in freelance 3D game art.
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CoffeeGrunt
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Posted: 25 Jan 2010 at 1:08am |
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I'm in the process of making normal maps for the objects, they're less noticeable than on the BSPs however, because the Bump Offset doesn't really work on them...
I can't really find too many high detail objects either, my budget is pretty small...
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Dizzyman572
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Posted: 25 Jan 2010 at 11:01pm |
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I really like the idea of a memory codex. It adds something new to collectibles, sure it's related to AC. But that game had you collecting flags for no reason at all.
On the other hand, here's my suggestion for one of the side missions.
* A Il'Vari survivor claims that he discovered a Naal Genetics Facility. But before he could fully finish explaning the Il'Vari discovers that he has been spotted, he runs away and accidently drops his Codex.
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CoffeeGrunt
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Posted: 29 Jan 2010 at 11:40am |
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Nice, I'll add that to the list...
Hopefully I'll have more screenshots soon as well...
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CoffeeGrunt
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Posted: 31 Jan 2010 at 4:21pm |
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Ok, the game storyline is done. As well as the level plan...
Here's the general way the game will progress, minus Memo-Codex side mission. They're there to give you an idea of what the story will be about. I'll probably release it in three separate chapters, as it'll be easier for me to get done that way. Chapter One: Precarious Existence Level One: Monotonous Survival Begin the game in an abandoned subway, that has been claimed by refugees for shelter, and has become their home. Help Jenson fix the waterpumps that prevent groundwater from flooding the camp, while culling the wild dogs that have made their way into the station. Level Two: No Rest for the Stricken A Naal strike-force has attacked the camp. Help fend them off so the survivors can make their escape through the pre-war abandoned subway system. Eventually, you will reach a station in the Industrial dock area, where you will find evidence of a settlement nearby. Level Three: Industrial Revolution Navigate through a warehouse that has been rigged with mines, and booby traps in order to gain help from the survivors in the Industrial Complex. Another strike force attacks, having followed you since you emerged from the subway. The player will have to fight waves of Naal before taking out a Mech. Chapter Two: The Broken Road Level One: Hunted Take the LMG of an airboat as the camp is scrambled. Give covering fire to your driver as he navigates the tattered and broken canal system, while gunships hound your every move. Level Two: Mother Denatured Make your way through the Radiated Shenandoah national park. Avoiding hazardous Genevieve geysers, irradiated wildlife, and Ravager hunting squads. Find your way to the Grand Caverns, where it is rumoured the remnants of the military are in hiding. Level Three: Graverobbing Uncle Sam After finding the resistance' plan to finally win the battle for Earth once and for all, you must break into the Harkness Point military base, in order to salvage an experimental transmitter that can output signals globally. Chapter Three: Undying Retribution Level One: Unyielding Take control of a salvaged Heirophant MBT, and break through the defenses around the Pinnacle. Level Two: Overrun Lead the invasion into the pinnacle, and find out what the Naal are using it for. Level Three: Referendum Find out the true purpose of the Pinnacle, and activate it in order to fulfil the Resistance' goal. Shut it down before it destroys the entire planet.
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OutdoorGamer
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Posted: 31 Jan 2010 at 8:14pm |
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Nice CoffeeGrunt. Good luck man
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yep.... this is the signature box.
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Orrion Carn
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Posted: 31 Jan 2010 at 9:12pm |
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I'm liking this alot, CG. Keep it up
(Hey, if you have time, sign-up for my RPG?) |
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CoffeeGrunt
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Posted: 06 Feb 2010 at 2:38pm |
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Ok, I'll check it out, I'm a pretty big fan of L4D... :D
I've been thinking about the setting for the game, as in the Pre-War setting. Technology took a massive leap forward due to the Il'Vari intervention on Mankind's progression. Because they advanced so fast, it cost vast amounts of money to advance this fast, so while the military and colonisation companies poured their funds into better systems for getting mankind onto other planets, life on Earth changed little, as the civilian sector had too little funding to advance the general living of it's inhabitants... This provoked alot of riots and uprisings that the UN DOH was withholding mankind's advances to itself. This wasn't the case, mankind was simply not dying enough, so the only way to stave off overpopulation was to move the populace onto other colonies... Therefore the general style will be a mixture of dystopia and utopia. I was thinking of having simple, post modern style of housing, with skeletal skyscrapers rising out of the landscape, (Triteree is considered to be a small town, whereas cities will be almost entirely made of skyscrapers to save space)...
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CoffeeGrunt
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Posted: 14 Feb 2010 at 6:03am |
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I've started trying out some cutscenes, to get used to Matinee. I built a nice little level that may feature in some form or other in the Broken Road chapter. I think it looks quite ethereal IMO, please leave your critique on it however:
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bugsy
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Posted: 14 Feb 2010 at 9:09am |
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nice terrain, wish I had a use for terrain. I like it, it doesn't look bad but what is that stuff up top? it looks like something isn't rendered all the way or you're not done building it.
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CoffeeGrunt
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Posted: 14 Feb 2010 at 3:19pm |
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It's ruined Skyscrpers from the city in the distance. I'll have more shots soon.
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bugsy
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Posted: 14 Feb 2010 at 3:21pm |
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I see. nice looking game, CoffeeGrunt.
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CoffeeGrunt
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Posted: 15 Feb 2010 at 5:08am |
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Thanks, I've updated it a little bit. More screens are now up. I've added a military outpost. These were used to keep watch over areas that were unpopulated in order to prevent Naal dropping troops into these unprotected areas. They were linked by subvert gates, to allow troops to move instantly to the required point of invasion:
Wide shot of the OutPost: ![]() Close up of the Gantry: ![]() The small lookout post up top: ![]() |
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bugsy
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Posted: 15 Feb 2010 at 8:35pm |
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that's pretty. those lookout floors from FPSC?
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priske415
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Posted: 16 Feb 2010 at 8:03am |
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Giving your outdoor environments more foliage "grass, dead trees, ect" would Greatly help with the overall look of the scenes. Also just having vines and such growing over metal exposed to the outer world would be nice.
Lastly, try and stay away from such hard edges, UDK can handle more polys then your throwing at it, |
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Deathead
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Posted: 16 Feb 2010 at 9:24am |
Why does it have to be dead trees? Lol I do agree, use more polies, it kinda makes it look outdated. But so far it looks great for a start in UDK. |
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CoffeeGrunt
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Posted: 16 Feb 2010 at 11:35am |
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Yeh, it's a real pain getting used to the greater poly abilities from UDK, etc. I'm getting more media in, Kravenwolf's awesome trees should do nicely...
It's an obliterated national park, so dead trees make sense...
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priske415
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Posted: 16 Feb 2010 at 6:52pm |
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Dont forget the grass, it really does help a lot.
"I'm getting more media in" When I say use more polys I dont necessarly mean add more media. Just detailing the media that you have is what will make it more up to date. Also, make sure not to skip on your maps "normals, Ambient occlusion, ect"Last thing, make sure your considering the scene. Every room needs a purpose, think about what each room would realistically be made of, what colors would be used, were the lights would be, ect.. good luck
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CoffeeGrunt
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Posted: 19 Feb 2010 at 9:25am |
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I'm redoing the subway for that very reason, I personally think it looks quite a bit nicer...
Only problem is that UDK isn't running anymore... :/
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CoffeeGrunt
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Posted: 19 Feb 2010 at 12:38pm |
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Okay, quick comparison...
I began to rebuild the first level, because I realised I did it all the design wrong, I began with a bedroom/living area, then turned it into a subway. This time, I'm gonna do the opposite, as it should be. I've completely started again. He first room, the bedroom, is done. I tried my best to make it feel cramped, and comfortless. Please give any more suggestions you may have: Old: ![]() New Shots: ![]() ![]() ![]() |
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puppyofkosh
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Posted: 19 Feb 2010 at 12:50pm |
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Wow. Very pretty. This may have been answered before (I didn't really read the whole thread) but does UDK take care of AI and stuff too? Or will you have to script that?
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CoffeeGrunt
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Posted: 19 Feb 2010 at 12:59pm |
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There's the basic UTBots, but I won't be able to call it anything more than a "UT3 mod" unless I do it myself...
Once I get a good amount of work ready and done, I'll grab one of the UDK forum programmers for a few custom classes...
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CoffeeGrunt
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Posted: 20 Feb 2010 at 5:53pm |
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Or just do it myself!
It's amazing how a good tutorial can turn your outlook around. I've started to build the basic structure for my new TPS, which will make implementing custom classes a little bit easier... I got a simple, Third-person camera going. Everything works perfectly bar camera collision - which wasn't included in the tutorial. I'm using the default Cathode as placeholder 'til I get the TF141 skeletons Errant made rigged and in-engine... Here's a quick shot for now, ignore the ugly, square shadows, they're an issue with the dynamic shadows system in the new February beta, it should be gone when they release the March one: ![]() |
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Gunn3r
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Posted: 21 Feb 2010 at 8:46pm |
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Your use of lighting is very commercial-esque. I really like the color you're using in the screenshots, and the placement is just right. It's not too terribly dark, and it's not over powering. Nice balance.
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CoffeeGrunt
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Posted: 22 Feb 2010 at 1:03am |
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Yeh, it's the Lightmass Global Illumination, does ambient occlusion beautifully...
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Gunn3r
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Posted: 22 Feb 2010 at 1:08pm |
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One suggestion I have is to make sure that the user can see clearly every where in the map. When was the last time you played a commercial game with truly pitch black corners, or where the character was completely silhouetted out because it was so dark?
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CoffeeGrunt
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Posted: 26 Feb 2010 at 9:52am |
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In game it's lighter, trust me. But the character shadowing is glitched from the February beta as well...
Basically...Epic broke nearly everything. :/
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CoffeeGrunt
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Posted: 28 Feb 2010 at 3:39pm |
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Another little room, a small broken down generator room. It has some awesome effects, since I've been researching materials. Basically stuff like a slightly reflective floor using cubemap actors, scrolling shadow effects from clouds, (which is actually quite a subtle, but beautiful effect) and I worked out how to mask areas of a texture, (to say, make electrical energy scroll across the surface of an energy core)...
Here's the generator room shot, I ma upload a vid with the more realtime effects shown: ![]() |
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Zemus
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Joined: 23 Jan 2010 Location: Sweden Online Status: Offline Posts: 70 |
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Posted: 28 Feb 2010 at 4:59pm |
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These effects you're talking about seem interesting, perhaps you could post a little sneak-peek-video?
The project seems to be coming along very nicely. Keep us posted, I'm looking forward to seeing more!
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CoffeeGrunt
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Joined: 23 Jan 2010 Location: England Online Status: Offline Posts: 157 |
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Posted: 05 Mar 2010 at 3:03pm |
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I tried a video, but sadly the effects get lost in the quality drop, especially if I increase the resolution - the framerate dives.
I decided that it would take too much work to get a third person system working, there's just too much that you take for granted with an FPS that needs doing...
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CoffeeGrunt
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Joined: 23 Jan 2010 Location: England Online Status: Offline Posts: 157 |
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Posted: 06 Mar 2010 at 1:12pm |
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Another quick shot, I've started building a train tunnel leading off of the generator room. Just a little niche between them:
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CoffeeGrunt
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Joined: 23 Jan 2010 Location: England Online Status: Offline Posts: 157 |
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Posted: 27 Mar 2010 at 3:55pm |
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</Incoming File ("Unknown FID")>
<Analysing> [Type: ("Combat Report")] [Name: ("RequiredKnowledge")] [Sender: ("General Phytus - Tallow Company")] </Analysed> <Commence> Gentlemen, we have lost. At 8:15 today, Naal forces destroyed the last of the SOM defences around DC. Civilian and military casualties are...drastic. We continue to hold the Western American sectors, but deployment of GenSpike protocol is commencing. All forces still engaged with the enemy are to retreat, hold up underground and wait out the bombardment. DC must be reclaimed at all costs. Technical archives situated there are essential for safeguarding humanity. This is the last transmission from the UNDOH command in DC. To any men still fighting, for the species, good luck men, and godspeed. The Naal are levelling the facility, and we cannot esc </Unexpected End> </Cannot reconnect to host> </End Transmission> Edited by CoffeeGrunt - 27 Mar 2010 at 3:56pm |
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Gunn3r
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Joined: 20 Jan 2010 Location: Portland, OR Online Status: Offline Posts: 220 |
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Posted: 05 Apr 2010 at 8:07am |
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Any new progress on this? I forgot how awesome this looks. I really want to play it. :P
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CoffeeGrunt
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Joined: 23 Jan 2010 Location: England Online Status: Offline Posts: 157 |
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Posted: 11 Apr 2010 at 4:08pm |
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I'm trying some smaller projects to get experience before I continue this, I'll show my newest one pretty soon...
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PW Productions
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Joined: 05 May 2010 Location: In a chair. Online Status: Offline Posts: 46 |
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Posted: 05 May 2010 at 8:04pm |
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This looks great, really. I used to mess around with the UT3 level editor a lot and I gotta say, you've got talent! Nice work with the level design, and... with the use of FPSC media
I'd suggest working on normal, spec, and diffuse maps for the FPSC media. It'll make them look much much better.
Cheers mate, nice progress.
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-PwP-
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