Proof of Concept map work Set in Laos

Started by nubishdubishbone, August 25, 2010, 06:26:40 PM

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nubishdubishbone

#60
since i am changing alot of things, and there are different opionions scattered about the group... i figure i can space out updates more but i like to continually process more:

http://www.24-game.org/power.jpg

theres 2-part fog, part of the emissive moon, with moonlight on the power station.

so far sneaking in feels like playing WaW on Makin Night where you can hide in the river, the bushes or under shanty's( i added some).



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unskilled

#61
I want hear birds and insects while playing on this map.
With this fog it's going to be scary mission.
Bad dreams.. ;o
Maybe fog should be a little, very little stronger?
Maybe add cables on poles, what are going around village and thing near few poles where spions can hack lights in this sector for a few seconds? ;)

nubishdubishbone

#62
insects and river noise are already in, ill try to dig up some birds maybe a random owl...

the fog has been lightened more than very little because you could easily silhouette a spy against the fog if you are at a lower altitude than him, so that has been changed, which leaves it mildly distance-foggy but still maintains stealth capabilities. [edit] if a mountain ring is added it may change the silhouette effect, so i will keep that in mind.

i am still planning the zones so i will add realistic objects like cable systems and such at a later time.
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nubishdubishbone

#63
could anyone volunteer to setup the search lights? i cannot get them to work everything in matinee is borked lol.

theyre all set up and placed just need tweaking and keyframes...

[edit] actually keyframes are easier to setup than i though, however it plays the animation only once, will not loop, here is my kismet:

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Penguin

You only need "loaded and visible" connected to matinee. To loop connect your completed to reverse and your reversed back to play.

nubishdubishbone

#65
awesome thanks... if only kismet allowed keyframe copying based on pivot points. or at all

LOL my animations are on shrooms, the lights all one way and the mesh with beam is in another direction, man this is hard lol.
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tigaer

I've seen a definite improvement with that last update. Looking good man.

nubishdubishbone

#67
got a tech demo up: http://www.24-game.org/Limerick/Laos_TechDemo_PS_media/

its named: Laos_TechDemo_PS.wmv

The Detail level is pretty low thats as good as i can do for now, i encoded in YouTube 1280x720...
 

the movement is really fast in UDK so the controls in PS will feel alot less clunky than the controls in the vid. thanks. and yes i see the last spotlight, doesnt match the beam, its the only one not exact but the lightshafts are bein wierd... still working on it.

Thank You, also it's a bit brighter now in that video than it should be so expect lass skylight.

btw its not in the video but the search lights are completely perfect now....
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I <3 U

#68
good job man! You seem to be storming through this level considering you're the only dude working on it! Hi 5! Good stuff!

edit: just seen the vid. looking goood!

LennardF1989

Not to be a bitch or anything, but you did note the spy is 192 units tall, right? Which is 3 times the size of the standard UDK player. Everything seems to be scaled properly, which makes me assume you forgot about it.

nubishdubishbone

#70
yeah its a little iffy on how well the placed SM's will hold up... [edit] that sounded ambiguous, i modeled everything to 192x64x64 in max using cm, 1cm=1UU, or close enough.

ill do some measuring today and maybe make an avatar mesh.

haha yeah everything was a little off, i scaled every mesh in the map and rebuilt the towers so you can see over the rail, ill work on them being 512 high for coop but im not sure... seems i had alittle fuin with the meshes for use in Play in Viewport and forgot : S
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nubishdubishbone

#71
watch towers now support coop and ledge grab out of the tower, fir pretty darn well with the origninal mesh i had too it was scaled to .85 so when i dropped the height the scale went to 1, and worked well. gg me.

got rid of ambient skylight and upped moon brightness a bit, it looks less like a painting and is actually kinda scary without night vision all you see is some little bits of shiny leaves, then BAM a spot light whips down on you and you're exposed.

so the question is: do vision modes urge the map to be pitch dark in most places as using the torchlight for mercs  gives away their position?

btw that minefield idea is still floating for me, anyone have thoughts? theres an area out the back of the lab, theres a couple little shacks and then the power station... mines could be between the power station and the airport?

what would happen is you could either avoid the mine fields by taking the road (risky, lit well) and the river (dark but hard to navigate, slower in water, and spotlights around), or you could be a crazy nut and take the minefield, i guess i could make themlike Abbatoir in OSC, lit only in thermal and EEV but they cycle activity so you cant telll they're on unless you watch 'em.
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nubishdubishbone

#72
got a shorter video with updated lighting, no skylight so not everything has color, only whats being lit directly: http://www.24-game.org/LightTestLate.wmv

before you say it, i just want a comparison between the 2 videos regarding Fog and Ambient light, ie. light or dark.
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nubishdubishbone

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CurdyMilk

Bumping?  LOL stop posting so much dude...we get the idea.