Advertisement
Page 1 of 1
Level design bible
#1
Posted 17 January 2018 - 11:12 AM
Someone pointed out to me that you guys were finally moving to UNREAL 4, finally a real engine. So, does anyone on FS have a level design bible yet? move catalog, unit guide, or entity PAK to get started?
Id be interested in making a few levels for an Unreal 4 release if you can point me in the right direction for greybox.
Id be interested in making a few levels for an Unreal 4 release if you can point me in the right direction for greybox.
#2
Posted 17 January 2018 - 09:31 PM
Hi INVS,
Good to see you! We've been working with UE4 for a couple of years. FrankieV is the man you want to talk to. We have kept the distances the same as in 4.x and FrankieV has converted several of the old favourites already. RC and I are working on player models. I get to use Zbrush now!
BK
Good to see you! We've been working with UE4 for a couple of years. FrankieV is the man you want to talk to. We have kept the distances the same as in 4.x and FrankieV has converted several of the old favourites already. RC and I are working on player models. I get to use Zbrush now!
BK
#3
Posted 17 January 2018 - 10:55 PM
OK well as a primer.
We are making use and licensed to use the Genesis 3 framework so as far as player dimensions goes you just have to export the G3 model (male or female) and you have a proxy of the all things relating to characters. UE4 as you might know uses real world measurements as in 1UE unit = 1 CM. In the case of the G3 models base player model is 6 Feet which matches the current UrT 4.X player model.
Overall we are blueprinting the port from idtech3 over to the UE4 so everything as to map design should be the same except for conversion from inches to centimeters.
After that feel free to ask questions. A map conversion is rather easy as long as you have the .map file and the only real hard part is to set the first scale reference.
We are making use and licensed to use the Genesis 3 framework so as far as player dimensions goes you just have to export the G3 model (male or female) and you have a proxy of the all things relating to characters. UE4 as you might know uses real world measurements as in 1UE unit = 1 CM. In the case of the G3 models base player model is 6 Feet which matches the current UrT 4.X player model.
Overall we are blueprinting the port from idtech3 over to the UE4 so everything as to map design should be the same except for conversion from inches to centimeters.
After that feel free to ask questions. A map conversion is rather easy as long as you have the .map file and the only real hard part is to set the first scale reference.
doing "stuff" with dead things.
#5
Posted 12 October 2018 - 04:26 AM
I'm very excited about unreal, I have developed many games using unreal at a few different studios, so the tools are second nature and will allow me to create professional grade content.
Someone reached out to me about reworking Crenshaw yesterday. I let him know, I will port this over to Unreal, it shouldn't take me long, I think. There was a tool to export maps collision to a mesh at one point. Is there anyone out there that remembers that tool and could point me to it so I can import it into MAYA?
Also, obviously crenshaw is getting a major facelift. Im assuming that unit measurement for things like ledgegrab, wont change, and that there wont be any gamemode support for blueprints for a while?
Someone reached out to me about reworking Crenshaw yesterday. I let him know, I will port this over to Unreal, it shouldn't take me long, I think. There was a tool to export maps collision to a mesh at one point. Is there anyone out there that remembers that tool and could point me to it so I can import it into MAYA?
Also, obviously crenshaw is getting a major facelift. Im assuming that unit measurement for things like ledgegrab, wont change, and that there wont be any gamemode support for blueprints for a while?
Advertisement
#6
Posted 12 October 2018 - 07:24 AM
Invis, on 12 October 2018 - 04:26 AM, said:
Someone reached out to me about reworking Crenshaw yesterday. I let him know, I will port this over to Unreal, it shouldn't take me long, I think. There was a tool to export maps collision to a mesh at one point. Is there anyone out there that remembers that tool and could point me to it so I can import it into MAYA?
Hey Invis.
HappyDay recently created this topic with a few links.
Also, the custom map makers have a Discord channel where mappers hang out, you might know a few people, there are specific channels for discussion about making maps for urt5 which you might enjoy.
CMM Discord
HappyDay is working on a dedicated urt mappers plugin for ue4 which contains all the entities and functions you'll need to make maps for urt5.
This post has been edited by Johnnyenglish: 12 October 2018 - 07:26 AM
CUSTOM MAP MAKERS
www.custommapmakers.org
Discord (CMM) Custom Map Makers
www.custommapmakers.org
Discord (CMM) Custom Map Makers
#7
Posted 12 October 2018 - 11:40 AM
Invis, on 12 October 2018 - 04:26 AM, said:
Im assuming that unit measurement for things like ledgegrab, wont change, and that there wont be any gamemode support for blueprints for a while?
You are assuming correctly. The measurements haven't changed. Blueprints are too powerful and dangerous to have third party level designers use them. You can assume you won't be able to use any blueprints except basic engine classes and BP classes we'll provide in the Urban Terror Mapping plugin. I'll provide more info about that in due time. The plugin isn't done yet.
Have a happy day! :)
#8
Posted 12 October 2018 - 01:38 PM
HappyDay, on 12 October 2018 - 11:40 AM, said:
You are assuming correctly. The measurements haven't changed. Blueprints are too powerful and dangerous to have third party level designers use them. You can assume you won't be able to use any blueprints except basic engine classes and BP classes we'll provide in the Urban Terror Mapping plugin. I'll provide more info about that in due time. The plugin isn't done yet.
great, good to know. I agree that blueprints can get the novice in trouble rather quickly. If you need any code support, let me know. I have done a great deal of level design class coding as well as ai support. (assuming bots are still wanted)
Page 1 of 1