Hi! I have been looking around modDb and i noticed how amazing your assets are, and i began reading into this mod so i could better understand what i liked about it.
i played splinter cell 1-3 and a little versus, and i have mapped a little for source and cod but nothing released, learning phases of development.
i am psyched at how easy Unreal Ed is and have been importing meshes from 3ds max and trying the material editor and getting decent effects with a little bit of work. I am wondering if there are mappers outside of the Development Team that could open up a small map i have (a bar scene with decorations and limited access to undeveloped areas) and see if i am going about it the right way?
here is a pic lol, i know its from Team America World Police, but all hand created besides the wall textures (2 of them are free images, modified).
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg46.imageshack.us%2Fimg46%2F4809%2Fmjihad33.jpg&hash=eafd262945d16dcc3e46c43337719722ab3816af)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg684.imageshack.us%2Fimg684%2F8088%2Fmjihad111.jpg&hash=73c322efc0024dbc980ad4204ed7257dfe514139)
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg705.imageshack.us%2Fimg705%2F8016%2Fmjihad2.jpg&hash=b7c1409d511c32732a31bc0ecd2cd1302c2af11c)
so plz let me know if someone could have a look around and examine a bit. thanks
+1 anon. vote
I would've put another table in the middle.
Also, LIGHTING.
I am having trouble with lighting, i may make a post in beyond unreal for that but as a quick topic-
the shadows in ut3 Black edition are buggy as they disappear at will, i read about this at BU as it is a known issue but i cannot get grasp on what the level will look like with shadows, as i have not yet placed the most detailed textures for my meshes yet... chairs will be open-backed with alpha textured metal grilling as will the lights which are, for now, covered in cloth. im am getting UDK as soon as i can maybe this will be more bearable in that release.
thank you for the advice.
PS. I got a copy of UDK and i gotta say this specific editor is much better than before.
well i have been picking and choosing what to keep from the little amount of textures and static meshes, fixed up some new meshes and have decided to build a similar area to that of: Jersualem, as seen in PT.
of course i installed PT to see what it looked like and judging by the textures and washed-out gfx overall in that map this version will be much nicer, though with alterations based off blueprints i have from Prima, and common-sense.
thanks for the tips, i have gotten lighting preview to work in UDK by using compostie shadow, normal rendering on lights, will work on converting to lighting when ps editor comes (cool blog Lennard ;)
also i have purchased Dosch Textures: Stone and Concrete V.2 so i will have 500 textures to work with you should see some nice normals on this map and nice detail.
Sounds good. We can use more user-made maps.
i am thinking about what the Ambient night sky lighting would be for a middle-east map, i will go through Hourences' skylight tutorial, but was wondering if anyone has night-specific light hints for us mappers?
btw do vision modes (which can be generally bright have low-light adjustment?
i know its like CT but tweaks are possible if they are worth it i'd imagine.I would like to nail a street block down with proper directional light as well as spruce with detail with balanced complexity...