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I made Turnpike back in the day, interested in converting to UE4
#92
Posted 14 November 2015 - 10:55 PM
And if it was built from scratch at least to use the original geometry as collision and make everything nicer but the same lay out?
This probably still not the best solution because models need playerclip for collision I assume so without the original .map file and permission to use everything it will still only be an approximation.
Perhaps there is really no better way than FS is doing currently if that's the case forgive me for hammering on about I just Love TP!
Greetsz,
This probably still not the best solution because models need playerclip for collision I assume so without the original .map file and permission to use everything it will still only be an approximation.
Perhaps there is really no better way than FS is doing currently if that's the case forgive me for hammering on about I just Love TP!
Greetsz,
This post has been edited by killspree: 16 November 2015 - 02:42 AM
#93
Posted 16 November 2015 - 11:29 PM
killspree, on 14 November 2015 - 10:55 PM, said:
And if it was built from scratch at least to use the original geometry as collision and make everything nicer but the same lay out?
Well my version is the same layout it just needs practical real time testing to dial and fine tune what it has to have as to a 1-1 playability.
I did put the idea of co-op map building on the table and for decision but anything that comes of it would and can not be under the direction of FS as the principle organizer and up to the individual dev to volunteer their own time.
I would love to personally follow though but of course any free time I have is consumed with the game actual.
At the very least it's tabled so once we have a working alpha out we can move forward from there.
doing "stuff" with dead things.
#94
Posted 18 November 2015 - 03:28 AM
Frankie V, on 16 November 2015 - 11:29 PM, said:
Well my version is the same layout it just needs practical real time testing to dial and fine tune what it has to have as to a 1-1 playability.
I did put the idea of co-op map building on the table and for decision but anything that comes of it would and can not be under the direction of FS as the principle organizer and up to the individual dev to volunteer their own time.
I would love to personally follow though but of course any free time I have is consumed with the game actual.
At the very least it's tabled so once we have a working alpha out we can move forward from there.
I did put the idea of co-op map building on the table and for decision but anything that comes of it would and can not be under the direction of FS as the principle organizer and up to the individual dev to volunteer their own time.
I would love to personally follow though but of course any free time I have is consumed with the game actual.
At the very least it's tabled so once we have a working alpha out we can move forward from there.
Ok and what about If you where to do everything that is allowed to get from the original map and only the models where made by a third party who are willing to give full rights to FS so something like the current situation will not happen again?
like the map I saw on the video and it only need some minor changes like the pillars!
Really if it where only done by FS it will be fine also with the right's.
Anticipating more video's and can't wait to see more about the hd versions of abbey turnpike uptown and casa also like to see austria or algiers and a awsome version of riyahd (very versatile and under estimated map).
Dear to spectulate with me that the new Ue4 version of urban terror is going to have open style maps as a standart?
This post has been edited by killspree: 18 November 2015 - 03:33 AM
#95
Posted 18 November 2015 - 10:35 AM
killspree, on 18 November 2015 - 03:28 AM, said:
Ok and what about If you where to do everything that is allowed to get from the original map and only the models where made by a third party who are willing to give full rights to FS so something like the current situation will not happen again?
like the map I saw on the video and it only need some minor changes like the pillars!
Really if it where only done by FS it will be fine also with the right's.
Anticipating more video's and can't wait to see more about the hd versions of abbey turnpike uptown and casa also like to see austria or algiers and a awsome version of riyahd (very versatile and under estimated map).
Dear to spectulate with me that the new Ue4 version of urban terror is going to have open style maps as a standart?
like the map I saw on the video and it only need some minor changes like the pillars!
Really if it where only done by FS it will be fine also with the right's.
Anticipating more video's and can't wait to see more about the hd versions of abbey turnpike uptown and casa also like to see austria or algiers and a awsome version of riyahd (very versatile and under estimated map).
Dear to spectulate with me that the new Ue4 version of urban terror is going to have open style maps as a standart?
Well with 4.2 on idtech3 there was a LOT of changes since it's release up to the day they bumped the code into GPL that would make it imposable to get 4.2 on Steam which we would "LOVE" to do.
The big difference is idtech3 is not compatible with Creative Commons 0 or MIT where with UE4 both are compatible. This means that "anyone" wishing to contribute to the UrT-HD can and all we would require is a CC0 license to make fair use of any content or assets they provide but would maintain full rights as to the asset in full. We don't really need to own anything but just fair use license no matter what our future plans is or what we have to modify as required.
This would be a win win for everyone as we can do what we need or want to do and the provider could sell their works in Epic's marketplace with out worrying that they signed away their rights.
The flip side is distribution which we yet to even start to consider but best practice would be to use the "TON" of free assets provided by Epic via their samples considered fair use in any UE4 project or by using assets from the Creative Commons community.
To put it out there though doing a 1-1 conversion from the original source is not as easy as it sounds and weeding out Casa was more luck than skill and a few dirty tricks so the easier faster direction would be to clone the layout from scratch and then fine tune in the details and in our case via the QA department.
So in this case decided by playing it and not just looking at it.
doing "stuff" with dead things.
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#96
Posted 18 November 2015 - 05:33 PM
Nice,
Now I understand why you where talking about cmm, that's indeed the best place for it so perhaps it can be arranged that people can upload content they like to contribute there
so that any mapper or developer can have 1 more place to look for when they are looking for nice content with cc0 or any license that means use it NP mate!
Now I understand why you where talking about cmm, that's indeed the best place for it so perhaps it can be arranged that people can upload content they like to contribute there
so that any mapper or developer can have 1 more place to look for when they are looking for nice content with cc0 or any license that means use it NP mate!
#97
Posted 19 November 2015 - 09:14 PM
As an entity FS can not really support sub-communities but personally I've been keeping an eye open as to what's going on over at CMM and thinking ahead we brought Johnny English on board so he has the ability to keep track as to what's going on as to what's relevant to that community.
doing "stuff" with dead things.
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