So, about the UDK
Re: So, about the UDK
@Suvlaco
Well, I built a very, very huge brush and added it into the world.
Then I imported the brush and I was able to subtract the map with no problems.
The rebuilding of the maps could take some time, but actually you don't need to rebuild that often, because you don't change anything on the geometry (well... maybe with the lights ) The most of the time I worked on the materials, only about one hour in the UDK itself, because I only need to create and apply the materials.
Another issue you'll have I guess, is a lighting issue. If you add a light into the game, it won't affect the geometry. Just hit SHIFT+A (or SHIFT+S... something to select all Faces) and open up its properties. Then tick "Accept lights", and maybe the other stuff too, if you need to.
And then, the rest is texturing!
@loony636
I know that the UDK is not really a game, and creating a whole game really needs a whole team. But I just love Deus Ex. And it's satisfying to see the game "with new eyes"; listening to it's music, while enjoying the graphics.
The maximum I could do is a little "standalone-UnrealTournament-based-DeusEx-style-shooter" (:D). Just recreating some maps and you just kill each other on it... I know it doesn't sound impressive, but it's enough for me, because I can't script, I can't model professional objects, can't create sound and music...
I just do it to give my all-time-favourite a "New Vision"
But I could add the Deus Ex models to the game! I did that once... It's not my first time I created something from the DeusEx-universe. I once recreated Champs Élyseés, and there were the bots. Well, they were static, but it also looked pretty good! No HD-Textures for that... But it looked pretty good anyways when the lights are glowing, the metal is reflecting and all that good stuff that didn't work in UnrealEngine 1.
Hehe, maybe if we find some people who love Deus Ex and are able to script, or to model, or to texture etc. we could make our own team to do something like Black Mesa: Source Well, but it's still not that easy I suppose, and it won't be free
Well, I built a very, very huge brush and added it into the world.
Then I imported the brush and I was able to subtract the map with no problems.
The rebuilding of the maps could take some time, but actually you don't need to rebuild that often, because you don't change anything on the geometry (well... maybe with the lights ) The most of the time I worked on the materials, only about one hour in the UDK itself, because I only need to create and apply the materials.
Another issue you'll have I guess, is a lighting issue. If you add a light into the game, it won't affect the geometry. Just hit SHIFT+A (or SHIFT+S... something to select all Faces) and open up its properties. Then tick "Accept lights", and maybe the other stuff too, if you need to.
And then, the rest is texturing!
@loony636
I know that the UDK is not really a game, and creating a whole game really needs a whole team. But I just love Deus Ex. And it's satisfying to see the game "with new eyes"; listening to it's music, while enjoying the graphics.
The maximum I could do is a little "standalone-UnrealTournament-based-DeusEx-style-shooter" (:D). Just recreating some maps and you just kill each other on it... I know it doesn't sound impressive, but it's enough for me, because I can't script, I can't model professional objects, can't create sound and music...
I just do it to give my all-time-favourite a "New Vision"
But I could add the Deus Ex models to the game! I did that once... It's not my first time I created something from the DeusEx-universe. I once recreated Champs Élyseés, and there were the bots. Well, they were static, but it also looked pretty good! No HD-Textures for that... But it looked pretty good anyways when the lights are glowing, the metal is reflecting and all that good stuff that didn't work in UnrealEngine 1.
Hehe, maybe if we find some people who love Deus Ex and are able to script, or to model, or to texture etc. we could make our own team to do something like Black Mesa: Source Well, but it's still not that easy I suppose, and it won't be free
Re: So, about the UDK
Yeah, after my last post I managed to properly import the maps and so on, but there's still issues with the door ways due to the way UDK is Additive rather than Subtractive, so you have to go through every area and split the brushes were the doors are and manually recreate them.
That said, due to the rather simple nature of the DX maps, it wouldn't be that difficult to simply recreate them by hand. It would take a little longer, but allow for more detail and fine tuning and so on.
I've been playing with this in regards to the Training Level so I'll see how it goes over the next week and maybe show some off.
That said, due to the rather simple nature of the DX maps, it wouldn't be that difficult to simply recreate them by hand. It would take a little longer, but allow for more detail and fine tuning and so on.
I've been playing with this in regards to the Training Level so I'll see how it goes over the next week and maybe show some off.
Re: So, about the UDK
sweetSuvlaco wrote:Yeah, after my last post I managed to properly import the maps and so on, but there's still issues with the door ways due to the way UDK is Additive rather than Subtractive, so you have to go through every area and split the brushes were the doors are and manually recreate them.
That said, due to the rather simple nature of the DX maps, it wouldn't be that difficult to simply recreate them by hand. It would take a little longer, but allow for more detail and fine tuning and so on.
I've been playing with this in regards to the Training Level so I'll see how it goes over the next week and maybe show some off.
What I do in my other free time:
http://www.youtube.com/watch?v=e3FfPUKuGsQ
http://www.youtube.com/watch?v=e3FfPUKuGsQ
Re: So, about the UDK
Really - any BSP is too much BSP. Static meshes are the way forward
Re: So, about the UDK
Man BSP is the bomb for laying things out. Unity has no BSP and I really miss that shit.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Re: So, about the UDK
I have been using BSP from the Source Hammer editor to rough out buildings, I guess...but it doesn't belong in the final game - those days are gone (unfortunately)
Re: So, about the UDK
I will not tolerate your lies.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Re: So, about the UDK
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Re: So, about the UDK
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Re: So, about the UDK
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Re: So, about the UDK
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Re: So, about the UDK
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Re: So, about the UDK
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Re: So, about the UDK
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