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Casa Conversion
#1
Posted 31 March 2015 - 11:04 PM
Now that Unreal 4 is a bit more stable for the purpose of converting a map I've decided to start doing the game actual conversion of Casa and will be posting to our official YouTube channel. It's a bit of a long video as I out line the intent as well give some ideas as to workflows that will work going from a 3d application and then bring the works into Unreal 4 through the "iteration" process.
Episode 1:
Episode 2:
Episode 3: https://youtu.be/uqHfkW3DIRg
Episode 4: https://youtu.be/zk7Mav5Q1Jg
Episode 5: https://youtu.be/nyOZyXzQv0I
Exclusive https://youtu.be/uX3zbscfwZQ
Episode 1:
Episode 2:
Episode 3: https://youtu.be/uqHfkW3DIRg
Episode 4: https://youtu.be/zk7Mav5Q1Jg
Episode 5: https://youtu.be/nyOZyXzQv0I
Exclusive https://youtu.be/uX3zbscfwZQ
doing "stuff" with dead things.
#2
Posted 01 April 2015 - 06:02 AM
More like this please, it helped a lot, especially the import settings and collision complex as simple.
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#4
Posted 01 April 2015 - 11:26 AM
Sorry if this goes a little off-topic, but you said in the video, that you intend to only convert Casa 1:1 and only update the lighting. But the updated/rebuilt version of Abbey that you showed, has much more detail, which is not just due to the lighting. Doesn't that give Urban Terror HD an inconsistent artstyle?
This post has been edited by Ikslorin: 01 April 2015 - 11:51 AM
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#6
Posted 01 April 2015 - 11:51 AM
I know, and it's done beautifully, but the question was a concern about the artstyle more than anything else.
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#7
Posted 01 April 2015 - 12:24 PM
Urban Terror, granted just my opinion, has never really had what would be considered a consistent art style. So if someone wants to make a highly detailed space station complete with bling bling and eye candy or a map designed for competitive game play, like Casa then there is room for everyone to do their thing.
doing "stuff" with dead things.
#8
Posted 01 April 2015 - 01:01 PM
Thanks for the clarification, and again sorry for hijacking your topic.
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#9
Posted 02 April 2015 - 06:17 AM
Frankie V, on 01 April 2015 - 09:54 AM, said:
I'll see what I can do
Whoopsie :D
Whoopsie :D
That was quick, watched it, enjoyed it.
Would like to see how you organise your maps in the UE4 directory structure and how 3rd party mappers should organise their maps.
Also, I'm starting to wonder how these creations are going to be distributed. Sooner or later a 3rd party mapper is going to "finish" a map and then what?
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#10
Posted 02 April 2015 - 09:22 AM
Well we are still working on the “official†structure but the idea that has some roots is the game actual will only contain assets necessary to run the game and then maps managed as being a DLC (free of course) so a given map will not add to the size of the download.
This approach makes life easier for any additional mappers we add to the team that they can work on their own projects with out having to conform to structure even at the cost of duplication as the asset being used is limited to that map.
On the other hand if something more official comes up then it's easy in UE4 to reorganize folders and and when packaging the packager will only send out whats being used in the level.
Map availability wise I'm hoping we can go with the same download set up in 4.2 at the moment but we yet looked to deep into what we can do with Steam.
As usual though lots of time to work it out.
This approach makes life easier for any additional mappers we add to the team that they can work on their own projects with out having to conform to structure even at the cost of duplication as the asset being used is limited to that map.
On the other hand if something more official comes up then it's easy in UE4 to reorganize folders and and when packaging the packager will only send out whats being used in the level.
Map availability wise I'm hoping we can go with the same download set up in 4.2 at the moment but we yet looked to deep into what we can do with Steam.
As usual though lots of time to work it out.
doing "stuff" with dead things.