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#141 ambershee

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Posted 18 November 2008 - 09:52 PM

There's a summary thread that's now stickied. The current task is to identify and draw specific Dead City architectural objects; the kind of things you could work with if you were starting to do the 3d work.

The style is abandoned / wrecked oriental city, with favella style structures. Exactly what that means, is up to you. If you don't want to concept, you could do some generic structural meshes we could use - the more modular our meshes, the better. Concepting first might be a good idea mind.

#142 mike-

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Posted 24 November 2008 - 09:09 PM

Heres some centre world
Posted Image
thanks

#143 mike-

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Posted 26 November 2008 - 06:04 PM

heres some wip of the platform .
Posted Image
this is not floating , lol (jk)

#144 Kasper

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Posted 26 November 2008 - 06:33 PM

Really good job Mike, nice to see your work.

What do you use for painting btw? photoshop?

#145 mike-

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Posted 27 November 2008 - 03:36 AM

hello, Thanks!
yeah i use photoshop , and a cheap wacom (:
the photoshop is cs4 but i dont see a difference much

Edited by mike-, 27 November 2008 - 03:38 AM.


#146 Darknet

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Posted 27 November 2008 - 04:27 PM

Nice it looking good. ^^)>
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#147 Chasarsis

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Posted 27 November 2008 - 07:38 PM

I've got the materials for the character displaying properly in the editor and in the character selection screen, but every model I've tested that's used a custom material (i.e. not the ironguard base) glows a bright yellow, and nothing I've done so far has changed that, so I'm working through solutions.
Any suggestions would be awesome ;)

#148 Kasper

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Posted 27 November 2008 - 07:45 PM

perhaps there could be a solution in here:

http://forums.beyond...ad.php?t=178680

or...

http://utforums.epic...ad.php?t=610082

I know nothing about this, so just did a bit of googling/browsing

Otherwise it sounds cool with the news materials, looking forward to seeing it ingame.

#149 ambershee

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Posted 27 November 2008 - 08:51 PM

Sounds really odd. Might be a lighting issue with the material. Got any screenshots?

#150 Chasarsis

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Posted 28 November 2008 - 08:19 PM

Thanks Kasper :shiftee:
I tried all the solutions listed in their and the tutorials I could find from last week. That's really all I worked on for two days. Changing the compression settings on the textures didn't do it :(
Neither did:
Adding alpha's to them
Disabling alpha's
Selectively removing some or all texture elements from the material to try and isolate what was causing it

The only thing that got it displaying "normally" was using the Iron guard base material funneled through one of the Ironguard materials, which didn't allow me to have any of the material effects I have in the editor and character selection screen.

I even found a tutorial that said that its impossible to use custom materials in unreal 3, which would be disappointing, so I'm hoping there's some way around it :/

ut3's character editor:
Posted Image
ut3 editor
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ut3 ingame
Posted Image

#151 ambershee

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Posted 29 November 2008 - 08:46 PM

I think the problem arises, because UT3's game types will specify a 'Red' or 'Blue' skin specifically, and has the annoying 'brightskin' glow. The custom material doesn't have any of these controls. It may work fine when in the custom game mode, however. Have you added the current version of the player to subversion? I'll have a look at it. I anticipate that when we spawn the player, and set the material through code, we won't have this issue.

#152 Chasarsis

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Posted 30 November 2008 - 04:31 AM

I think the problem arises, because UT3's game types will specify a 'Red' or 'Blue' skin specifically, and has the annoying 'brightskin' glow. The custom material doesn't have any of these controls. It may work fine when in the custom game mode, however. Have you added the current version of the player to subversion? I'll have a look at it. I anticipate that when we spawn the player, and set the material through code, we won't have this issue.


Its commited now; when you say code, do you mean the .ini files? Or an actual C++ command that designates the material?
In one of my classes were having the same issue with another model, and if we can change one of the ini files to fix it that would be awesome.

#153 ambershee

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Posted 30 November 2008 - 08:10 PM

It;ll be Unrealscript code, forcing the material with the player is spawned. I believe on of the mutator week mutators does this already (invisibility, week 1).

And here's some shots of the Centre World in development;
CW1.jpg
CW2.jpg
CW3.jpg

#154 Darknet

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Posted 01 December 2008 - 11:36 PM

Cool nice images.
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#155 LegionofPhoenix

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Posted 02 December 2008 - 12:27 AM

If we have somewhat finalized concept I would really like to start building a somewhat finalized version of a location. I'm in my last week of the quarter, so I'll be ready to go come Tuesday the 9th.

#156 ambershee

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Posted 02 December 2008 - 08:29 AM

Have a chat with Kinjutsu - she's working on a modular structure system for the Dead City.

#157 kinjutsu

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Posted 07 December 2008 - 11:03 AM

Here's some renders of the building pieces I've been working on for the downtown part of the Dead City. They should snap together correctly in Unreal, I'll work on importing them to test this for sure.

Posted Image>
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#158 Darknet

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Posted 07 December 2008 - 08:31 PM

Here the solar panel and the building a bit update. Just I haven't have good way to texture the building and the solar panel.

Posted Image

Posted Image
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#159 LegionofPhoenix

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Posted 10 December 2008 - 03:11 AM

Yay! Ok. School is over for the quarter, doesn't start back up until January 12th. So I have alot of time to make some good progress. Just give me some concept art and I'll model out a scene.

#160 ambershee

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Posted 10 December 2008 - 09:01 PM

Making sure you're at the meeting on Sunday. It's the best time to assign tasks, and see what needs doing.




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