hi,
it possible to have an asset plug-in or other from you to start mapping on UE?
is it enough a subject without weapons but with physics (jumps, Ledge Grabbing, power sliding, wall jump)?
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Mapping
#2
Posted 11 November 2017 - 05:01 AM
First thing on the to do list is to release an alpha so map makers can get busy making maps based on the physics. In the mean time you can use any template that you wish to help out with the layout which is what makes a map a map. ;)
Personally I don't use the game actual as the game template as a dev build can become fat
Personally I don't use the game actual as the game template as a dev build can become fat
doing "stuff" with dead things.
#3
Posted 12 November 2017 - 06:38 PM
One thing you can do in the meantime is learn as much as possible about level development in UE4. It has some abilities that are quite different from the Q3 mapping method. FrankieV is now streaming things like the spawns and flags from a separate map, with only those entities in it, which gets loaded at run time; if I understand correctly. I'm still working on characters so I haven't started learning all this mapping stuff yet. From seeing what Frankie is doing I am looking forward to having time to learn this, too.
#4
Posted 13 November 2017 - 01:04 AM
Level Streaming is the logical way to go instead of defining what game or game type the map will be used for.
A map is a map in Unreal 4 that should not be bound to a given game or game type but rather able to migrate easily across dependency boundaries that has limited Casa as to being a Urban Terror only map and Facing Worlds a Unreal Tournament map.
So
From a getting started stand point if the desire is to get involved in map making then the effort should focus on how to use UE4 to make a map and not as to the requirements or demands of making a Urban Terror based map using LS that will not only work in UrT but UT as well or any game that uses UE4.
Of interest Epic has included an asset management system that I believe make cross game migration a much easier task by making use of a standardized channel.
A map is a map in Unreal 4 that should not be bound to a given game or game type but rather able to migrate easily across dependency boundaries that has limited Casa as to being a Urban Terror only map and Facing Worlds a Unreal Tournament map.
So
From a getting started stand point if the desire is to get involved in map making then the effort should focus on how to use UE4 to make a map and not as to the requirements or demands of making a Urban Terror based map using LS that will not only work in UrT but UT as well or any game that uses UE4.
Of interest Epic has included an asset management system that I believe make cross game migration a much easier task by making use of a standardized channel.
doing "stuff" with dead things.
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#6
Posted 10 December 2017 - 11:27 PM
Hi,
I have never mapped for Urt before but i'm starting to realize an environment under UE4.
I can not wait to test the movements ...
Are these values still relevant for the rez.?
-> Urban Terror 4.2 measurements
And what about new movements?
Thank you in advance,
Nitram
I have never mapped for Urt before but i'm starting to realize an environment under UE4.
I can not wait to test the movements ...
Are these values still relevant for the rez.?
-> Urban Terror 4.2 measurements
And what about new movements?
Thank you in advance,
Nitram
This post has been edited by NitruS: 10 December 2017 - 11:30 PM
#7
Posted 11 December 2017 - 07:14 PM
These values shouldnt have changed. For new movements, i cant remember any numbers, but i would assume that vault height is the same as ledge grab, and measuring wall run distances probably is pretty pointless, considering you cant really know the stamina when going in. I'm fairly sure i read about the stamina drain ration for wall run somewhere, though i cant find it right now.
Sorry for my bad spelling - I am still asleep. :)
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