Sneek Peek at one of the Chaos Evolution maps

Discussions about Chaos mapping for the UT series.
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LoQtUS
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Sneek Peek at one of the Chaos Evolution maps

Post by LoQtUS »

I thought that i saw a thread about some one wanting to see some preview Pics. So, here are early Pics of the map that i am currently working on. those of you who are familiar with the CUT version of Dungeon may recognize some of the scenery.
Enjoy :)

Here we have a custom static with the Beautiful CE logo on it. The skin is not compleet yet.
Image
here we have a portle with smoke rolling down the stairs with an odd thing poking out of the wall on the right. Hmmm wonder what it could be.
Image
here we have a static display/hologram generator. again the skin is not finished on this but ya can get the genral idea.
Image
Here we have a shot of some of the static working on the ground level of the map. All standard UT2k3 issue except the wall textures.
Image
Last edited by LoQtUS on Tue Feb 18, 2003 5:29 am, edited 1 time in total.
LoQtUS
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Post by LoQtUS »

WOW, not one comment? I figured id get atlease one or 2.
Corvus|CL
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Post by Corvus|CL »

Maybe they are all speechless impressed, I dunno... ;)
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Rimshot
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ok

Post by Rimshot »

How about this.... :D

how do i get that cool rolling smoke effect.

Got smoke from vents already but couldn't figure out fog or rolling smoke yet.

BTW, got the Chaosdm1 map almost finished with lighting and structure, getting ready to place weapons and such...

UT mapping wasn't as hard as i thought, just got to learn the little effects tricks now.

BTW Mass, you can add UT mapper to my team info on the Team page, this won't be the last map that I do now that I have the hang of the editor.
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jb
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Post by jb »

yea I would like to know too as I am trying to code the poison gas cloud but its just not looking right...
Jb
LoQtUS
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Post by LoQtUS »

Its an Emitter. they are sweet. They are capable of doing meshes too. :wink: Lots of effects ya can do with them. There is a Tute for them on the UDN. if ya have them emit too many particles then they kill framerate. the ones in the pics have a few too many. Im in the process of cutting them down

Sorry, I just thought it odd that there had not even been one comment.
FurrySound
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Post by FurrySound »

I am very sorry for not commenting... very lazy moo.. bad moo... very bad....

I really should have posted when I saw it, but it was late, long day, all those typical excuses :roll:

Anyway... it looks really cool... I definitely like the work you've done with the textures, and lighting... need to load the update on test server...

FurrySound{EmbarrasedForNotCommentingSoonerMoo}
jb
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Post by jb »

Neil I did not see the post till now. I know about emitters. Just have not been able to make a good smoke/cloud one yet :(
Jb
LoQtUS
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Post by LoQtUS »

dont be sorry. hehe im not upset or anything heheh it was just a comment. actualy talking to my self out loud on the bb now. ( looks like my condition is getting worse)HEHEHE
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Post by FurrySound »

:lol:

FurrySound{Moo}
Corvus|CL
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Post by Corvus|CL »

There are two actors for Emitters

In UEd actor browser you have the actor "Emitter" and the actor "xEmitter"... don't know why there are two, maybe the first oneis a relic from previous builds, because all the maps are using "xEmitter"s for that smoke, steam, beam stuff. ;) And bose have different properties you can change.

I chose xEmitters in my map, too, you can easy change the properties like, size, rotation of the particles, the mass of the particles (when you choose heavier particles, they fall down) and you can set in which x,y and z direction the particles schould move in comparison to their origin spawn direction...
So for good effects you must try and error... ;)
And for better framerates, you can set in advanced properties High Detail to True or Super High Detail to True... In this case they will be turned completely off on slower systems... (depends on ini settings ;)).
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Post by jb »

Thanks but to code an emmitter is a differnent process :)
Jb
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Post by jb »

Image

Well its close and good enough for the time being... SPA will work on getting me another texture for it... but here is the code that I had to use to make it:

Code: Select all

//=============================================================================
// PoisonSmoke
//=============================================================================
class PoisonSmoke extends GoopSmoke;


defaultproperties
{
	bHighDetail=true
    Skins(0)=Texture'EmitSmoke_t'
    mNumTileColumns=4
    mNumTileRows=4
    Style=STY_Translucent
    mParticleType=PCL_Burst
    mDirDev=(X=0.25,Y=0.25,Z=0.25)
    mPosDev=(X=8.0,Y=8.0,Z=8.0)
    mDelayRange(0)=0.0
    mDelayRange(1)=0.15
    mLifeRange(0)=1.0
    mLifeRange(1)=2.0
    mSpeedRange(0)=20.0
    mSpeedRange(1)=80.0
    mSizeRange(0)=200.0
    mSizeRange(1)=800.0
    mGrowthRate=10.0
    mRegen=True
    mRandOrient=true
    mRandTextures=true
    mAttenuate=true
    mAttenKa=0.1
    mStartParticles=1
    mMaxParticles=40
    mAirResistance=1.1
    mColorRange(0)=(R=20,G=120,B=20,A=255)
    mColorRange(1)=(R=20,G=150,B=20,A=255)
    mSpinRange(0)=-100.0
    mSpinRange(1)=100.0
    RemoteRole=ROLE_None
    LifeSpan=5
}
So the key was to figure out what I had to enter in the default section to make it look like a "cloud"......
Jb
R.Flagg
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Post by R.Flagg »

That's great news Joe, thanks.

The code baffles me, but I sure know what to do with the cloud! :wink:
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