Page 1 of 15

[u1] [ut] WTF Series 2

Posted: 19 Feb 2009, 18:02
by Shivaxi
Developer: Shivaxi
Status: Developing
Image Image
Image

https://www.youtube.com/watch?v=e3fVZBggNIE

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.shivaxi.com/unreal (Check out the forum for more info)

Posted: 19 Feb 2009, 18:06
by Shivaxi
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:

Image Image
Image Image

Posted: 19 Feb 2009, 18:29
by Hellscrag
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.

Posted: 19 Feb 2009, 19:06
by Shivaxi
Ok np 8)

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

Posted: 19 Feb 2009, 19:18
by Buff Skeleton
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.

Posted: 19 Feb 2009, 22:35
by Shivaxi
Yeah I noticed that the screenies are always dark...I could never figure out why though :/

EDIT: Images updated. Should be much brighter now.

Posted: 19 Feb 2009, 23:28
by Buff Skeleton
Much better :tup:

Posted: 23 Feb 2009, 02:54
by Shivaxi
The top right screen shot has already changed quite a bit.


Image


Click here for the full size image

Image

Posted: 23 Feb 2009, 03:02
by Buff Skeleton
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: Select all

  *
  |
  |
  |
  |
  |
  |
 / \
 | |
 | |
 | |
/   \
|    |
|    |
|    |
|    |
|    |

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.

Posted: 23 Feb 2009, 03:44
by Shivaxi
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)

Posted: 23 Feb 2009, 05:13
by Buff Skeleton
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.

Posted: 01 Mar 2009, 04:04
by Shivaxi
Something else to ponder over...

Image

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

Posted: 01 Mar 2009, 09:08
by Creavion
Indeed a nice idea. :)

Posted: 07 Apr 2009, 21:43
by Shivaxi
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 :/

Posted: 07 Apr 2009, 21:59
by Jethro
Really, really cool indeed, looks very convincing!

And I like the map :tup: