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PostPosted: Thu Feb 19, 2009 6:02 pm     Post subject: [u1] [ut] WTF Series 2
Skaarj Warlord
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Developer: Shivaxi
Status: On Hold
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Synopsis: Continued from WTF Series 1, you must continue your journey in finding the last team member, Fetel, and a way to contact your team aboard the USS Shiva. As easy as that may sound, the Skaarj aren't your only enemy this time...
Features: 8 maps total, 2 cinematic and 6 playable. New weapons include a few U4E weapons, as well as flamethrower by Cheese and I. There will be newly scripted AI, light actors, and triggers. Also, new music and sounds. The voice acting and dialogue has been cut unfortunately. Will also be Co-op Compatible.
Latest News: Updated news on the project which can be found in the project thread on the forum.
Links: http://www.freewebs.com/shivaxi/ (Check out the forum for more info)

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Last edited by Shivaxi on Wed Jun 02, 2010 4:32 pm, edited 43 times in total.

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PostPosted: Thu Feb 19, 2009 6:06 pm     Post subject:
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Note: This is in extreme early development. The screen shots you see here will most likely change a lot in the future.

Click to enlarge:

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Last edited by Shivaxi on Fri Feb 20, 2009 3:35 pm, edited 1 time in total.

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PostPosted: Thu Feb 19, 2009 6:29 pm     Post subject:
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I have taken out all the extra line breaks as line breaks are doubled on the main page. There is no such status on my list as "Early Development", so I've changed that too. I have removed the extra link back to this thread, which is redundant.

I have also taken out the [rtnp] tag, as you should only use that if your mod requires RtNP to play.

On that basis, I have been able to approve the thread.

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PostPosted: Thu Feb 19, 2009 7:06 pm     Post subject:
Skaarj Warlord
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Ok np 8)

Apparently the Upcoming Maps page doesn't like quotations, so I took them out from "Fetel" to just , Fetel,

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PostPosted: Thu Feb 19, 2009 7:18 pm     Post subject:
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You really should gamma correct your screenshots; I can barely see anything going on in any of them. Use some freeware program like Irfanview to set the gamma to 1.4 or 1.5 and then resave and reupload; they'll be much more visible. Unreal Engine games like to apply extreme amounts of gamma correction in-game, so stuff that is visible in-game is often really dark when you look at it from Windows.


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PostPosted: Thu Feb 19, 2009 10:35 pm     Post subject:
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Yeah I noticed that the screenies are always dark...I could never figure out why though :/

EDIT: Images updated. Should be much brighter now.

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PostPosted: Thu Feb 19, 2009 11:28 pm     Post subject:
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Much better :tup:


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PostPosted: Mon Feb 23, 2009 2:54 am     Post subject:
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The top right screen shot has already changed quite a bit.


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Click here for the full size image

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PostPosted: Mon Feb 23, 2009 3:02 am     Post subject:
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Hey, this is starting to look pretty good! You're improving constantly; almost every shot you release has shown better-looking stuff. That bridge is pretty nice-looking, too, from a distance; you might want to add some more details, though, as it's hard to tell if it's got little girder support pieces and stuff on it. Also, that little light pole with the corona on it? You could easily add a little more detail to that without much effort. Start out with just a standard cube-based pole, and then have it beveled to a thinner cube, and then have the spike point on top. And give it a darker, non-complex texture. Top it off with a utflare instead of JUST the corona, too, for people who don't have coronas enabled (hard to imagine in this day and age, but still, you want it to be obvious there is a light source underneath the corona). Keep adding geometry to the water area and this scene is going to turn out pretty good. :tup:

Here's what I mean for the corona pole thing:
Code:
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/ \
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/   \
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You get the idea. Subtler angles and close to the same thickness overall, but with little steps where it gets thinner before going to the point.


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PostPosted: Mon Feb 23, 2009 3:44 am     Post subject:
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Thanx 8)

That light pole in the distance is the radio tower you'll be getting to. That map hasn't even been started yet, so I wasn't going to leave it looking like it is now, don't worry :P

And the light is not a corona, it simply a sheet with the texture of a corona. I did this because I don't think coronas from lights show up in skyboxes :P

And I'm not using UT to build my maps, so UTFlare isn't a possibility lol 8)

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PostPosted: Mon Feb 23, 2009 5:13 am     Post subject:
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Shivaxi wrote:
And I'm not using UT to build my maps, so UTFlare isn't a possibility lol 8)

Ah, ok. Well, replace UTFlare with basically any decoration set to DT_Sprite, STY_Translucent, and ScaleGlow above 0 and a sprite texture and you're set. Even for the skybox, you may find it looks better than a sheet.


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PostPosted: Sun Mar 01, 2009 4:04 am     Post subject:
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Something else to ponder over...

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Another key "wtf" moment...it will make sense once you play it....or maybe not...but hey, that's what it's all about 8)

I'm sure if you didn't go "WTF" out loud at least ONCE in the first series....you definitely will in this one ^^



EDIT: btw, that light is actually flickering :P

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PostPosted: Sun Mar 01, 2009 9:08 am     Post subject:
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Indeed a nice idea. :)

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PostPosted: Tue Apr 07, 2009 8:43 pm     Post subject:
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Some footage showing the new rain me and Peanuts created using only 2 kb of custom content.

http://shivaxi.s3.amazonaws.com/WTF%20Series%202%20Rain.wmv

And sorry for the mouse showing. I couldn't get rid of that for some reason :/

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Last edited by Shivaxi on Wed Apr 08, 2009 6:02 am, edited 1 time in total.

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PostPosted: Tue Apr 07, 2009 8:59 pm     Post subject:
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Really, really cool indeed, looks very convincing!

And I like the map :tup:

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