Myst to Unreal
- Z-enzyme
- White Tusk
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Subject: Re: Myst to Unreal
Post Posted: 10 Apr 2011, 22:39
Hm, Buddha, what Unreal are you using? 227g maybe? Or, to what version of Unreal you plan to port that?
- BuddhaMaster
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Subject: Re: Myst to Unreal
Post Posted: 11 Apr 2011, 05:18
Yeah I'm using 227g (or probably f), that unofficial patch with hires textures support built in.
Is there some way to do numeral rotation? Wasn't this a basic function for each object? And where has theclone x instances around the pivot function gone?
Boiler-cabin:
Actually took a while, couldn't resist.
Somehow the number mechanism on the safe disappeared.
Even with non-solids, things got extremely crampy and snappy.
Someone know a good tip when building extremely small details?
Is there some way to do numeral rotation? Wasn't this a basic function for each object? And where has theclone x instances around the pivot function gone?
Boiler-cabin:
Actually took a while, couldn't resist.
Somehow the number mechanism on the safe disappeared.
Even with non-solids, things got extremely crampy and snappy.
Someone know a good tip when building extremely small details?
Last edited by BuddhaMaster on 11 Apr 2011, 07:51, edited 1 time in total.
- editor Dave
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Subject: Re: Myst to Unreal
Post Posted: 11 Apr 2011, 07:38
All your shots look interesting!
Build them in the editor (with 1-grid activated), intersect them to export them in on brush and finally convert the brush to a mesh with the Meshmaker.
BuddhaMaster wrote:Whats a good tip to build extremely small details?
Build them in the editor (with 1-grid activated), intersect them to export them in on brush and finally convert the brush to a mesh with the Meshmaker.
Prisons of the Unforchers Retold - more info: https://www.unrealsp.org/viewtopic.php?f=4&t=4565
- BuddhaMaster
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Subject: Re: Myst to Unreal
Post Posted: 11 Apr 2011, 08:33
editor Dave wrote:All your shots look interesting!BuddhaMaster wrote:Whats a good tip to build extremely small details?
Build them in the editor (with 1-grid activated), intersect them to export them in on brush and finally convert the brush to a mesh with the Meshmaker.
What is meshmaker doing better than without?
- diamond
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Subject: Re: Myst to Unreal
Post Posted: 11 Apr 2011, 10:21
LOL_PEANUTS wrote:I would say that you really have to do the terrain by hand, unfortunately.
well, it is possible. i've described it here: http://www.unrealsp.org/forums/viewtopic.php?t=605.
Unfortunately, the page on that hosting got lost, so i should find the files on my computer...
UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.
- editor Dave
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Subject: Re: Myst to Unreal
Post Posted: 11 Apr 2011, 14:47
BuddhaMaster wrote:What is meshmaker doing better than without?
It converts the brush to a mesh, which doesn't snap to the grid and doesn't affect the geometry
Prisons of the Unforchers Retold - more info: https://www.unrealsp.org/viewtopic.php?f=4&t=4565
- BuddhaMaster
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Subject: Re: Myst to Unreal
Post Posted: 12 Apr 2011, 05:51
editor Dave wrote:BuddhaMaster wrote:What is meshmaker doing better than without?
It converts the brush to a mesh, which doesn't snap to the grid and doesn't affect the geometry
Yeah well sure, I forgot a Brush is a Brush and a Mesh is a model using vertex lighting, usually look unreal which I don't prefer.
I have to consider that. But how can I rotate a brush by value? I know it's somewhere. And I thought non-solids prevent the bsp vertex snapping!
- Rarsonic
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Subject: Re: Myst to Unreal
Post Posted: 12 Apr 2011, 08:17
BuddhaMaster wrote:I have to consider that. But how can I rotate a brush by value? I know it's somewhere.
Brush properties -> Movement -> Rotation
After you are OK with the results, right click -> Transform -> Transform permanently so there's less chances of messing the BSP up.
- BuddhaMaster
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Subject: Re: Myst to Unreal
Post Posted: 13 Apr 2011, 07:58
Rarsonic wrote:BuddhaMaster wrote:I have to consider that. But how can I rotate a brush by value? I know it's somewhere.
Brush properties -> Movement -> Rotation
After you are OK with the results, right click -> Transform -> Transform permanently so there's less chances of messing the BSP up.
Thanks a lot.
How would I make a brush shape such as this spire?
_________________________________
Spaceship gangway
Last edited by BuddhaMaster on 15 Apr 2011, 06:16, edited 1 time in total.
- replay88
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Subject: Re: Myst to Unreal
Post Posted: 13 Apr 2011, 21:50
I never liked Myst loads a screenshot, whooo such fun.
I think it was for a mac first, but a 3d version would be worth owning the computer game.
Doing it for Unreal, you might as well start with UDK.
I think it was for a mac first, but a 3d version would be worth owning the computer game.
Doing it for Unreal, you might as well start with UDK.
- Rarsonic
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Subject: Re: Myst to Unreal
Post Posted: 13 Apr 2011, 22:34
I suppose you are using UnrealEd 2 so: tesselated cubes are your friend.
Substract a grid of some tesselated cubes, then deinstersect all of them and then you can edit the vertexes of the resulting brush. You can use it as an additive or a substractive brush.
- nikosv
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Subject: Re: Myst to Unreal
Post Posted: 13 Apr 2011, 22:54
Whatever program Epic used to make their terrain would be perfect (I think it was a really old version of Lightwave?).
Rocketship is ballin'.
replay88 wrote:I never liked Myst loads a screenshot, whooo such fun.
I think it was for a mac first, but a 3d version would be worth owning the computer game.
Doing it for Unreal, you might as well start with UDK.
I think you really don't understand the point of the Myst series. Exploration in full 3D is completely unnecessary, it's all about the logic in the puzzles and the excitement of exploration.
Current Project: None. WTFs2 had to go to sleep, RIP.
I still sometimes sculpt PS2-style terrain by hand with Blender 3. Some passions always linger.
I still sometimes sculpt PS2-style terrain by hand with Blender 3. Some passions always linger.
- BuddhaMaster
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Subject: Re: Myst to Unreal
Post Posted: 15 Apr 2011, 06:19
Rarsonic wrote:
I suppose you are using UnrealEd 2 so: tesselated cubes are your friend.
Substract a grid of some tesselated cubes, then deinstersect all of them and then you can edit the vertexes of the resulting brush. You can use it as an additive or a substractive brush.
Is Unreal 227 UED2?
I've notices the icon changed to that good old, familiar turquoise icon which I think is UED2.0. But is it really? probably gotta read 'abou't thanks anyway. So intersecting and then moving individual vertices is preferable over doing the other way?
- Rarsonic
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Subject: Re: Myst to Unreal
Post Posted: 15 Apr 2011, 07:02
BuddhaMaster wrote:Is Unreal 227 UED2?
Yes.
- Shivaxi
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Subject: Re: Myst to Unreal
Post Posted: 15 Apr 2011, 20:32
Rarsonic wrote:BuddhaMaster wrote:Is Unreal 227 UED2?
Yes.
No...it's UED 2.1 now with the release of 227g xD
227g's editor is nothing like UED 2 from UT99 anymore...check this thread: viewtopic.php?f=3&t=1333
and/or: http://www.oldunreal.com/wiki/index.php ... ease_notes
http://img836.imageshack.us/img836/9950/shivavatar2.jpg
Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.
Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.
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