Thanks :D
Thank you for the comment.
Thanks a lot always for you positive feedback.
Hehe, thats some BSP work but atm this map has almost the double of the BSP without counting the geometry from the meshes.
Yeah, I totally agree with you.
ADP is no longer a mod game but a game that will be developed with UDK in other words Indie :)
ADP Go for it!...
Thanks for the feedback people.
Yeah the best way to do hand collision is when exporting from a 3D package because the auto convex tools are not very accurate in more complex meshes.
So the best way is to do accurate collision without using a 3D modeling program or in other words inside the Editor is simply add Blocking Volumes in the places where the meshes are placed but this method wont work with movable stuff.
I like your idea of the Unreal Tutorial groups, I can share more stuff such scale charts, more BSP Tutorials, various methods of converting a BSP group into a Static Mesh, I even have made a small Tutorial of how to do a looping with BSP. HEHE
Yeah mostly BSP maps are more old school, I put into 3 categories.
-Only or mostly BSP resembles UT99
-Balance between BSP and Static Meshes resembles Ut2004.
-Mostly or only Meshes is like UT3
But in my last maps I have done a package made of modular Static Meshes which will allow to do countless combinations in order to creates structures.
Thanks for the feedback.
About the bad light in BSP I know what you mean but that normally happen more often with curves which I rarely use because I prefer instead to jump right into max and do a quick curve mesh but there is a catch you can use BSP manipulating to do a curve such in this tutorials and then convert into a mesh which will light without problems.
Also there is a trick with bad BSP lights in the geometry cuts, is to tweak the light maps size until it gets a smooth light.
In part thats true but if well used BSP can still be a life saver to those who dont know how to 3D model besides if you know how to use BSP at its finest you still can do great maps, if you look at UT3 Community there is still plenty of high quality maps made only out of BSP which the community call Old School also these maps are almost all the times way less processor and graphics consuming because inspite of being made out of BSP they have way less Polys than the average static mesh so in most cases is a question of balance.
Nowadays I use more static meshes than BSP but I have find out that mostly new UnrealED mappers dont have much knowledge in BSP manipulation so after some requests I made these videos. I hope you people find them useful.
Lol, Sorry for the typo, I tried to fix it but it wont let me because content that is connected with Desura cant be edited unless I contact the staff, I think.
Thanks to warning me :)
Yeah the mod is based on that Anime series :)
Awesome map, really fun to play.
I will suggest a port to rail arena because it would be so much fun.
Awesome drawing, should be a fun enemy to kill.
I would like to map for this i am a big fan of sonic and ut.
Hehe the perfect mix.
Read my PM to see links to my works.
Not much busy.
The updates were made today morning but yes they take some hours to make.
Hey very good the walking looks pretty robotic. Great Job!
Yes, i got the point.
Thanks im trying my best to put the city together and make it look good at the same time im trying to not destroy the flowing of the game play.
Thanks is really good to see someone who actually appreciate my work.
Its a very good sign since im new at the team.
Follow the link to see an screenshot about MegaTokio map:
Converting all that models its not easy task but its going well.
I'm converting this meshes to BSP because them are way to big, and big meshes cause bad lighting and bad physics. I only gonna add meshes for smaller details and circular surfaces.
The MegaTokio map is developing fast but its steel so much to do...
I hope i can help team as well.
And i'm happy because its the first time that i'm gonna work in a team, i wish this result well.
ITC_tempus
Paulo joined
My name is Paulo CM Rosa, from Portugal. I am a Level Designer but can also do some 3D modeling and Texturing. The tools of preference: for mapping Unreal Engine (UnrealED), for modeling 3DSmax and for Texturing Photoshop. I am planning on learn more applications and master those I already use, to get the most skilled possible. Currently working in the Managment of HyperGames2K8 and some other roles. Also have a couple unfinished projects I need to work on and yet other personal works. So stay tunned and feel free to leave any feedback.