Steamroller - AA 2 Remake/Port

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Comments

  • 4DChessGenius4DChessGenius Posts: 2,161Player
    edited May 2016
    iNv|roKis- wrote: »
    i dont even comprehend what is going on in that screenshot.

    I rarely even use those views. They get so cluttered as the map goes along that it's practically impossible to deal with anyway. I think an easy way to summarize what's going on is that it's a side/top/front view of the entire map as a wire frame. So if you placed a rectangle down you'd get what looks like a rectangle on the side and top and then a square in the front view (I think that gives you a 3D rectangle). Now add that up for everything you've placed throughout an entire map and you get that mess.

    The 3D view is plenty sufficient. I remember making a map in Source engine years ago and with that it was practically all in the 2D wire views. UDK is much easier in that respect. I thought Source was easier to make custom shapes with since you didn't necessarily need to model unless it was something really complex. From what I remember, Source was practically all custom shapes (very few premade models). Although, I remember terrain being a pain to mess around with.

    In UDK, you practically use static meshes (premade models) for everything. I rarely ever use BSP (custom shapes--blocks, cylinders, cones, etc.) although I think others may use them more often. It makes it simple since we have a huge database of models to chose from and you just drag and drop for the most part, but annoying when you need something that's not available in that database. Some people like to make their own models so they can have more fancy looking architecture and such, but for beginner/intermediate mapping purposes it's not really needed. You can make a map that looks really awesome without any assets that are excluded from the stock game. Although, sometimes it is nice to bring in your own textures (very simple to do).
    You joined the world's greatest army to become a graphic artist? Outstanding!
  • ModtoolsModtools Posts: 282Player
    i can edit in console mode too :-)
    mesh mode is cool too, especially for kismets and matinee animations
  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,193Player
    I'd like to know how to achieve a half wireframe, half normal view.. like this..

    5450429_orig.jpg
    If my trollery drives you crazy, you'd better put on your seatbelt.






  • 4DChessGenius4DChessGenius Posts: 2,161Player
    That's probably fancy photoshop work :awesome:
    You joined the world's greatest army to become a graphic artist? Outstanding!
  • ModtoolsModtools Posts: 282Player
    or you can wrote a script switching fast between gameplay and wireframe mode :-D
  • frankoffrankof Posts: 1,096Moderator
    [Gen]Adzic wrote: »
    I'd like to know how to achieve a half wireframe, half normal view.. like this..
    Seriously?
    Two shots, layered, erase parts of the front layer, exact steps will vary with the editor you use, i use PSP
    (its not done in the game editor)
    ss_4_frankof.png
  • ModtoolsModtools Posts: 282Player
    did everyone already played the new updated version of the steamroller port ?
  • -=}WoLvErInE{=--=}WoLvErInE{=- Posts: 1,169Player
    I think it got played in BeerMe server. They also enjoyed WireCutter, changes were great. :+1:
  • ModtoolsModtools Posts: 282Player
    #minor tweaks
    changed the sky and made the sky darker
    now there are some weapons lying around ready to pick them up :-)

    Hope you will like the changes
    Gz Modtools
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