Announcement

Collapse
No announcement yet.

DM-Campgrounds-G1E

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    Some Alpha_v10 WIP screeshots.
    Widened some doorways, and mainly working/experimenting with detailing now.
    Enjoy.

    10_1



    Click image for larger version

Name:	campgrounds_alpha_v10_WIP_2.JPG
Views:	0
Size:	731.6 KB
ID:	389139


    10_3


    10_4



    10_5


    10_6



    10_7



    10_8


    10_9



    10_10

    Leave a comment:


  • replied
    no update this week, did the Wiggle Dragon Ride today (5:59:07), will post screenshots of alpha10 wip tomorrow evening.

    Leave a comment:


  • replied
    Cheers Raste. Im using the default material for the floor at the moment and do like the puddles reflecting the world. I was thinking of adding rain but currently I'm not sure my UEd skills are up to it (read, no skills at all, learning as I go along, more of an 'art' guy than a programmer who can fly around and understand Blueprints etc)

    Leave a comment:


  • replied
    Water splashes are nice for reflections and augmented realism, but be careful not to put those in locations where there is no clear water source coming. If you have pipes and such, it's perfect, but if not don't overuse it.

    My two cents

    Leave a comment:


  • replied
    updated download link in main post to one that actually works - https://drive.google.com/open?id=0B-...WpDUmYyLUJFZms

    Leave a comment:


  • replied
    ## UPDATED ##
    ALPHA-v09
    04/06/2017


    Alpha_v09
    widened pillar room by 2m based on feedback.
    tweaked lighting for shock rifle and link gun areas.
    progressed overall map detailing.

    Added Description:
    Description:

    Former Dark Water Refinery, recently decomissioned and passed to the Liandri Arena Division for conversion into a Tournament Arena.
    The refinery processed Dark Water from the vast lake below and refined it for use in Liandri Plasma Reactors.
    The resultant mineral by-products were also valuable as components in the manufacture of body armour for Tournament participants.

    The ground floor was originally the sealed dark water refining tank with the central rotunda housing the refining rods and refining machinery, with a control room located where the Rocket Launcher now sits. The ground floor shows the corrosion of the refining process while the upper floors housed clean rooms, barreling room and living space for the engineers and scientists who were 'camped' at the refinery in 12 month rotations.

    Liandri arena designers opened the tank and created the various ramps up to the first floor.
    While most of the equipment from the refinery was salvaged, unsalvagable/broken parts were re-used or left in-situ to give the arena its now notorious layout.



    YouTube - https://youtu.be/IO8xqmE_gtA

    Imgur - http://imgur.com/a/bzzmD
    Last edited by Guyver1; 06-04-2017, 10:08 AM.

    Leave a comment:


  • replied
    ## UPDATED - ALPHA V08 29/05/2017 ##

    Alpha_v08 (29/05/2017)
    Post-Processing pass to improve reflections.
    Modified shock and flak rooms for consistency of theme.
    Completed emmissive trim work

    Imgur Screenshot album - http://imgur.com/a/rTDFD

    Leave a comment:


  • replied
    Thanks for the feedback Zoh, I also use a 144hz monitor. But I use v-sync ON.
    Very weird blue hue there on the screenshot.

    I'm about to push out v08 which has some post-processing work added so Please check this first if you can.
    Will update this thread when v08 goes live

    Leave a comment:


  • replied
    I definitely think this version of campgrounds is the best I've seen so far. I like the fact that it takes into account that unlike quake, UT doesn't really have worthwhile rocket jumping, so there are changes made to make it easier to go up and down a level. The wall runs are also nice to make use of UT's movement and the fact the Amp is placed along the wall run is a cool idea.

    I have however noticed that the white lines that go along the walls can be very distracting and when moving past areas with a lot of them (like pillars) you get a very noticeable and uncomfortable effect of jagged edges and it looks sort of like aggressive screen tearing or something. This is on a 144hz monitor with FXAA on.

    I tried fiddling with my graphics settings to see if that made a difference but it doesn't seem to, but I did find out that turning my Effects setting up to High makes the map look all blue: http://i.imgur.com/7Idl00a.jpg http://i.imgur.com/JSKHLgB.jpg
    Last edited by Zoh; 05-29-2017, 01:05 PM.

    Leave a comment:


  • replied
    working fine for me in the latest version of the game.
    have you changed the file name? You'll get that message if you change the file name.
    Filename needs to be DM-Campgrounds-G1E-WindowsNoEditor.pak

    Leave a comment:


  • replied
    Can't get it to load. Sez not compatible with this version of UT.

    Leave a comment:


  • replied
    ## UPDATED ##

    Alpha v07 (27/05/2017)
    Big visual update.
    Emissive wall detailing.
    started adding detailing to map.
    no longer changing title of the forum thread so that external linking is always the same.

    http://imgur.com/a/hmIgK

    Leave a comment:


  • replied
    ## UPDATED ##

    Alpha v06 (22/05/2017)

    Started adding trim and lighting detail.
    Updated all lighting and added lighting meshes.
    Moved uDamage onto plinth and added health vials for wall running in central chamber upper wall area.
    Moved 50a to central area's old udamage location. (30 sec timer)
    Moved 100a to 50a original location. (60 sec delayed timer)
    Added shield belt to old 100a upper platform (60 sec timer)
    removed 2 health vials from wide upper walk way opposite sniper to balance out vials added to central wall run.

    https://imgur.com/a/Dq2CO

    DOWNLOAD - As always, in main body of first post.

    LOTS of wall running potential now.

    Leave a comment:


  • replied
    Thank you for the update Guyver1!

    Leave a comment:


  • replied
    Originally posted by Guyver1 View Post
    belt is 150 yeah?
    Yup, belt is 150 with the first 50 being 100% absorption and the other 100 being 50% iirc.

    Leave a comment:

Working...
X