WiP in WiP, post your screenshots!

MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
915
1,545
QkZpyxh.jpg
 

Skittelz

L6: Sharp Member
Mar 17, 2016
399
281
WIP koth_woodlodge_a1
Could rework the "building to the other courtyard to the point" part

wipwoodlodge.PNG


Still can't believe this thread is still alive and people still post WIP stuff, including me. ._.
 

DJ Sylveon

L3: Member
Nov 9, 2015
103
21
Rhn490w.png

Just general layout work right now. Its hard to tell but everything past the middle moon textured area sits up higher and keeps climbing up to each spawn. Also that path that leads down out of the buildings next to the middle goes under the middle.
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
912
1,741
WIP koth_woodlodge_a1
Could rework the "building to the other courtyard to the point" part

wipwoodlodge.PNG


Still can't believe this thread is still alive and people still post WIP stuff, including me. ._.
That grass area looks very flat and very big. Might not be a problem if it's just a courtyard outside of spawn, but ever then, it looks very large.
 

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
Testing my mettle with Unreal Tournament 4's map editor:
zOBL50I.jpg

...and butchering the bsp geometry horribly.
Still need to figure out where all these artifacts stem from and if you even are supposed to clip cylinders.
 

Sheltr

L3: Member
Feb 24, 2011
107
73
How about you try linking a bunch of medium sized brushes? then selecting them all then editing them as if they are a large brush?
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Well, I also deleted the entire thing and and replaced it with a big brush with the exact size. Is that still a problem?
Don't make one large brush and then use power 4 displacements. Use smaller brushes to get a general size and shape, then use power 3 displacements on them. You'll have a lot more detail with it and you're not using power 4 displacements which can cause issues in-game.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
The default is power 3
Defaults arent allways the best. Installers show this in general unless you are a fan of bloatware.

Displacement wise its best to start at a power of 2. Its as minimalistic as possible and for that reason good. Once noticing the power 2 isnt capable of handling the requireed detail (or a random displacement bug shows up - where a non aligned displacement randomly would match a part of the power 3 displacement, but not on the power 2 - and suddenly projectiles go through the floor), only then should you go for power 3.

Also, if your disps go above 256 it can be 2 reasons: the path is too wide, or again it doesnt handle bumpyness.

Keep in mind that for a pathway 1024HU long you could use 2 power 3 displacements (efectivly mimicing 8 power 2), or 6 power 2 displacements for a somewhat similar effect. Yes, its slightly less detail, but thats exactly what the power 2 could be used for. And in this case, if a specific section would require additional detail, you might have gone for the power 4 on the left example, but for the right one a single power 3 might do well enough aswel.

The numbers on the image say how many spots can be edited on each side to explain the density a bit, the left example has 16 verticaly, and 8 horizontal, the right has 12 vertical and 8 horizontal.

Although for optimizing it isnt ideal, this situation allows adding detail later on much easier as its just clicking it up 1 power. And its very unlikely you would ever reach a power 4 that way.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
Thanks for the tips on displacements! Though my post was actually sarcastic
The rest was, but its allways good to remind people of these things when they arent aware of the sarcastic part. As i know many use power 3 as a default (and its not incorrect to do, but if you do it you should at least be able to explain why, and 'i find it very hard to work with power 2' is valid on that).