Some progress

Posted 05 March 2001, 11:33 | by | | Perma-link

I did manage to do some work on the level over the weekend :D - not a great deal though, but here's where we are at:

Fixed the windows between rooms - these now display their textures properly, and still shatter, have transparency etc, also took a decision on desks.

Due to the limitations of the actors collision radii (ie they are cylindrical - not too good if you have a rectangular desk), and the fact that don't show damage decals, I've decided that the desks can stay as semi-solid brushes within the level, but I've cut their poly-count down. I may take it further if I think I can get away with it. Cabinets will stay as actors though, and will be fine as soon as I can work out where I can change the texture for the wood fragments.

I'm about to do a tutorial on windows, mainly because there are a lot out there, that really go around the houses - either suggesting that you need to make them slightly smaller than the hole, or doing all sorts of odd things, all of which are tosh if you look at some real levels. But you'll be able to find it in the Intermediate Tutorials later this week.

Till next time.

Filed under: Games, Unreal

First tutorial done

Posted 23 February 2001, 18:16 | by | | Perma-link

Yay! It's done, my first tutorial. I'm sure I'll re-write it a couple of times at least, but there we go. It's a bit technical, but then it has to be, and if you've done any reading around the subject then you should be ok ;).

Take a look, and let me know what you think...

I'll be making a print-friendly version of it soon, so keep your eyes out for that too :D

Filed under: Games, Unreal

Ok, it's there

Posted 16 February 2001, 20:28 | by | | Perma-link

Ok, it's there, dm-WellsStreet4th8.zip in the Downloads section of the site.

Take care and read the readme - usual denial of responsibility included ;), unlike in my post two weeks ago the files between 5 and 8 are not in place yet, I'll up load them early next week.

Filed under: Games, Unreal

I lied again

Posted 16 February 2001, 20:11 | by | | Perma-link

Fair enough, I lied again… Still no tutorial, nor any explanation of what the hell I'm talking about... but there we go, however, I have made this site reasonable to look at in any version 4+ browser, it's not great in NN v4.x, and nor is it going to be, I have enough other things to worry about at the moment, and we're not looking for work with the site just at the moment - when I am, it will be perfect in all, honest Wink

Ok, my Mum's coming up for the w/end, so not much work to be done on the level then, but I'll be posting the latest iteration of the level up in a minute, there's a new class file too - wellsStreetObjs.u - contains just one object atm, "Cabinet", and is completely untested, let me know if you get any where with it - read the readme, I'll bundle the two up with the unr file in the zip for now… ;)

Filed under: Excuses, Games, Site Updates, Unreal

More info follows…

Posted 15 February 2001, 19:33 | by | | Perma-link

Right as promised, more info follows…

I've managed to get from having a real cabinet sitting under my desk to having a very poor representation of one in my level, but as a decoration rather than as a detail brush - I may still have trouble with the overall poly count - I'm still working on that, and will let you know - but build times will be significantly reduced.

The one stumbling block I had was the location of the _a and _d 3d files in my new package folder - I'd moved my class file, bit not the model files.

Slow down, I'm getting ahead of myself - will write a few tutorials - I'll come back and cover the basics if I really need to later… really do need a proper semblance of a Content Management solution - should I cheat and move my site to a new server where I can piggy back off another CM solution we've developed? Doubt it Wink

Right, so off and make some tutorials… (Wow, three posts in one day, making up for lost time now I guess…)

Wow! Just noticed that Milkshape 1.5 is out - Yay! Grin

Filed under: Games, Unreal

Argh! Haven't been updating recently

Posted 15 February 2001, 11:24 | by | | Perma-link

Argh! Haven't gotten around to updating this recently Confused.

Ok, I had a better idea - create a new .u package containing some new actor decorations - Cabinet, Desk, etc. Spent ages trying to find things to help me do this, only to realise that I had most of the tools needed anyway - Milkshape 3D, that I found ages ago, but hadn't tried or installed yet, so I think I shall purchase this after I've sussed out how to export Unreal stuff out of properly… Various text editors, and Visual UC++ very useful…

Once I've got stuff exporting out of Milkshape properly, I'll carry on with the level nicely Smile.

Later

Filed under: 3D, Games, Unreal

Made the level unplayable now

Posted 11 February 2001, 17:20 | by | | Perma-link

Oops! Made the level completely unplayable now (on my home box at any rate - only a 700Mhz PIII with 128Mb RAM, 32Mb GeForce DDR), the level's gone from about the 700kb that it was last w/end to a wopping 5Mb today. Doh!

I think I've somewhat over done the poly count (12,449), and the node count(29,237), as when you try and play in the mad.co.uk office, it just chugs and judders, not good at all.

Yep, just checked "DM-Oblivion" (good tip that - always look at other peoples work - especially the levels that came with Unreal), and it has the following:
Brushes: 255, Zones: 2, Ploys: 1,098, Nodes: 2,337, Lights 152
Compared to mine:
Brushes: 144, Zones: 3, Polys: 12,449, Nodes: 29,237, Lights 125

Seeing as I haven't even nearly finished, (I have at least 20 more distinct rooms, and another 100 or more desks to go, plus desk furniture (computers, phones), chairs (maybe not!)), I think I've got to rebuild the desks and drawers again Sad.

Ok, there we go, just so you know. But I'll put the level up tomorrow so you can see…

Filed under: Games, Unreal

Been a bit remiss this last week

Posted 09 February 2001, 17:33 | by | | Perma-link

Been a bit remiss this last week here, but I have an excuse! (Who doesn't?)…

Lots of work at work this week, trying to have a life(!), and getting things organised on my site for it's re-launch have all meant that the level hasn't had much progress recently... anyway, as promised, this w/end, lots of work on it, should be relatively happy with the two main rooms, and get a load of ancillary rooms done as well - the entrance hall, lifts, etc… we shall see.

There will be lots of stand in textures on Monday though, as I'm waiting for Andy to get a load of textures off his digital camera for me Wink.

Filed under: Excuses, Games, Unreal

So I failed to get as much work done

Posted 05 February 2001, 13:46 | by | | Perma-link

Ok, so I failed to get as much work done on the level this w/end as I'd would have liked, went out shopping, and lost 1Gb data in a failed back up, nothing important, but stuff I would have liked to keep - damn TDK CD-R's Angry. Had a Pack of 10 CD-R74's and 2 seemed to work, then 6(!) failed on me, went back to check the one's I'd already burnt, and the damn things are reported as blank… not happy. Anyway, I had 10 BASF CD-R's and they worked fine… but it did take out most of Saturday and some of Sunday, then had to do some shopping…

Anyway, I did finish off the mad.co.uk office, without the desks, but then decided that I needed to reduce the number of structural brushes I was using (currently stood at 120), which meant taking out all the desks, the dartboard, windows (these needed replacing anyhow) etc, and then de-intersecting a larger cubiod brush over the room, and then subtracting that fom the level (this should all make sense once I've added my explainations and the like).

More bad news - I'm not getting ADSL, has my house is too far from the exchange at present, June they reckon Sad.

Filed under: Excuses, Games, Personal, Unreal