Sandcrawler Network

Unreal Modder's Haven => Maps in Progress => Topic started by: insanitee on October 26, 2010, 11:35:29 AM

Title: [RC] Catacombs
Post by: insanitee on October 26, 2010, 11:35:29 AM
 :P  Well I scrapped my old map, was just a testing map anyway.  I think I have resolved the issues I was having;  I read on Sandcrawlers tutorial guide that overlapping subtractions from maps can cause errors/glitching, so I am, for now, assuming that was the problem.  I am currently working on a catacombs map, will be complete with burials, ritual stands,  and winding passages that are similar-looking to give a confusing feel.   Will post screenshots when I have some actual forward progress made.  I just started this map last night...  so give it a bit before I actually show you anything.  Will have to do my own testing.  ;)
Title: Re: Catacombs
Post by: Slaughter on October 27, 2010, 07:30:25 PM
 8) 8)Is it going to have custom sound meshes, or textures?? If not I can help u however u want.
Title: Re: Catacombs
Post by: insanitee on October 29, 2010, 09:58:20 PM
hehe I would like to customize anything I could.   I've been making some concept overviews on paper.. ( I'm a crappy artist by hand, just writing out what i want)  and I have a few ideas for static meshes inlaid over the walls so it doesn't look all boxy.   The idea here is to make it look as creepy/grungy as possible;  like it was something dug out 3000  years ago, but has recently been explored.  If you have any ideas, I would be happy to hear them and would be willing to work with ya!  :D
Title: Re: Catacombs
Post by: Slaughter on October 30, 2010, 09:26:55 AM
For all of the people out their that didn't know this u can download Ut2004 mods, take the textures, and be able to open them with Unrealed for RC. I recomend downloading the Killing Floor mod for Ut2004, here's a link for it. You copy the textures files from the mod and copy them into C:/Program Files:/Lucasarts/:RepublciCommando/Game Data/Textures... then you open Unrealed, go to the textures browser, click open, then open the new textures. Sum might not open, while others will. The mod includes zombie textures, grungy subway and sign textures, etc.

You'll have to join and give a valid email, but it is entirely free. I'll start making my own creepy textures, models, and sounds for u. Thx  ;)
Title: Re: Catacombs
Post by: Sandcrawler on October 30, 2010, 09:58:06 AM
I think insanitee is mapping for Killing Floor?

I'm going to add a mod (hopefuly this weekend) that lets me setup some forum prefixes. So on this forum you'll be able to pick from Republic Commando and Killing Floor. Then it will tag the post with it (for example [Killing Floor] Catacombs)
Title: Re: Catacombs
Post by: insanitee on October 30, 2010, 10:17:52 AM
Yes, I am making a map for Killing Floor.  LOL sorry i didn't specify, i was pretty excited about it when i made my first post.  Working on making all the rooms for it now, then i'm gonna set up the environment.  Jeez, i was surprised at how many times i either:  changed my mind about a design or size, and how extremely USEFUL the vertex editor is.  It has really helped me keep the rooms from having that annoying slight separation leaving a wall in between,  that and an extreme attention to detail.
Title: Re: Catacombs
Post by: Slaughter on October 31, 2010, 09:22:52 AM
Srry i don't really know how to mod for Killing Floor  :-\,  but i can still make any neccasary 3d models or custom textures. I don't know how to import 'em for killing floor, so if u end up using any of it, you can just ask Sandcrawler or Arramus for help.
Title: Re: Catacombs
Post by: Sandcrawler on October 31, 2010, 09:48:16 AM
Its almost exactly the same. RC has a few thing KF doesn't, and the same goes for KF having a few things RC doesn't
Title: Re: Catacombs
Post by: insanitee on December 30, 2010, 02:50:59 PM
ok more again on my map.  I had a complete brain scramble lately so I haven't worked on it too much the past month.  I have been able to pick up on it again, however.  It's kinda small, but I have it set up mostly how I want.  I have ran into an issue though....  *cue the thunder and ominous music*  I import these sky textures from hazel whorley's site, no problem.  I create my skybox.  No problem.  I save my map, again, no issues.  It builds, it saves, but it won't keep the textures i import!  When I reload the map after closing the editor, it tells me it can't find wtf i literally JUST imported.  Now, correct me if I'm wrong.  I was under the impression that by importing custom textures into your map and saving them with your map SAVED THEM WITH YOUR MAP.  I thought this eliminated the need to have multiple files downloaded when players connected to a server.  Does anyone know what it is I'm missing or not doing?  Suggestions?
Title: Re: Catacombs
Post by: insanitee on December 30, 2010, 06:21:19 PM
*sigh*  again I am a nub.    !   I just tried what had been explained MANY^1000000000000   times and failed to understand it, until i read and processed one particular website say, "MAKE SURE YOU USE IT AS MyLevel  and it will embed them in your map."   OOPS!     I have my answer, thanks for bothering to read my blathering lol
Title: Re: Catacombs
Post by: insanitee on January 02, 2011, 09:17:54 PM
A small preview of the starting area.  Seeing as the massive amount of research and digging I have had to do, progress has been much slower than I originally expected.  I made the starting area for the most part, ( it is supposed to be excessively dark and impending;  I don't want players to linger there long) however, there are a few touches that need to be added.  You may or may not notice the entrance immediately, as I took the shot behind the fountain, obscuring it intentionally.  The reason for such was that you can see directly into the lower level from where that was taken, and it isn't, as of yet, being worked.  I am working on setting and lighting right now, and all of the bright ones are being taken out as I add the new, dimmer variety.
Title: Re: Catacombs
Post by: insanitee on January 17, 2011, 11:51:57 AM
A few more screenshots with progress.  I have the map mostly complete.