Mapping for Project Stealth- mapper in need of guidance

Started by nubishdubishbone, December 23, 2009, 05:07:39 AM

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nubishdubishbone

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).







so plz let me know if someone could have a look around and examine a bit. thanks


+1 anon. vote
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Succubus Dryad Of The Undying Comet

I would've put another table in the middle.
Also, LIGHTING.

nubishdubishbone

#2
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.
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nubishdubishbone

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.
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frvge

Quote from: savior2006SCDA has more bugs than a rain forest.
Quote
Treat your customers with respect you make more customers. Treat your customers like pirates, you make more pirates.

nubishdubishbone

#5
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...

Intel i5 3.2Ghz - EVGA Z77 FTW - EVGA GTX 480 - 4GB DDR3 1066MHz - Rosewill Blackhawk SuperTower Case - Antec True Power Quattro 1200W PSU - WD Caviar Black 1TB - Creative Recon3D Fatal1ty PCIe -Logitech Z508 5.1 Surround with "Dialog Plus"