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Myst to Unreal

For discussion and promotion of Unreal Engine single-player campaigns, mapping projects and total conversions.

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User avatar Rarsonic
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Subject: Re: Myst to Unreal

Post Posted: 16 Apr 2011, 17:26

Shivaxi wrote:
Rarsonic wrote:
BuddhaMaster wrote:Is Unreal 227 UED2?


Yes.


No...it's UED 2.1 now with the release of 227g xD :P


It's still an (improved) UnrealEd 2 so don't be so picky! :P
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User avatar BuddhaMaster
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Subject: Re: Myst to Unreal

Post Posted: 16 Apr 2011, 17:30

Just to let you know, I figured out everything I needed to know considering UED2.0 terrain.
Thanks this link Legacy:Making Terrain (UT/UED2.0)

My preferable method is using the terrain tool and direct vertex editing within 3d view. That's about what I did years before. Second comes tessellated cubes, which has the biggest detail-by-polycount. potential.

I'd still be extremely thankful if anyone has the gut's helping me to recreate the basic Myst Island terrain.

User avatar Rarsonic
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Subject: Re: Myst to Unreal

Post Posted: 16 Apr 2011, 17:35

If I recall correctly and I am correct the terrain brush (and the floor lofter) are pretty prone to bugging. At least that's what I used in the first build Nature Temple and the map quickly went to hell (granted, I sucked more at that period but still). If somebody more experienced can rectify that statement...
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User avatar BuddhaMaster
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Subject: Re: Myst to Unreal

Post Posted: 16 Apr 2011, 21:36

OK right now I got no time to test. But the terrain brush is present in Unreal UED2.0.
It's gotta be turned upside down or mirrored and zone info with bTerrain has to be set.

As long as moving vertices only vertically, everything should work fine?
Or what kind of bugs can you suggest me to avoid?
Possibly valuable information

diamond
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Subject: Re: Myst to Unreal

Post Posted: 17 Apr 2011, 10:40

diamond wrote:
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...


So, here it is:
http://rapidshare.com/files/457802547/UE1_Terrain.docx
Demo map:
http://rapidshare.com/files/457802758/TerrainTutorial.unr

Beware of BSP problems using large terrain brushes. The one I've created has them but fortunately, that terrain is not a playable part of map.
Last edited by diamond on 18 Apr 2011, 10:07, edited 1 time in total.
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UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.

User avatar Shivaxi
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Subject: Re: Myst to Unreal

Post Posted: 17 Apr 2011, 16:13

Only RapidPro users can download that link...and it also creates a very annoying pop-up that doesn't allow you to click the back page button! :x

try www.sendspace.com
http://img836.imageshack.us/img836/9950/shivavatar2.jpg Image

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.

diamond
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Subject: Re: Myst to Unreal

Post Posted: 18 Apr 2011, 10:08

Edited links.
The problem was in "https://" protocol, regular "http://" links will work now.
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UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.

User avatar BuddhaMaster
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Subject: Re: Myst to Unreal

Post Posted: 18 Apr 2011, 17:12

Is the 350 Brush limit true?
Are there more Engine limitations good to know?

350 Brushes is way enough for each Age. Trees, light-bulbs will be meshes

User avatar Rarsonic
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Subject: Re: Myst to Unreal

Post Posted: 18 Apr 2011, 17:50

BuddhaMaster wrote:Is the 350 Brush limit true?


No. Many maps go far beyond that.

BuddhaMaster wrote:Are there more Engine limitations good to know?


65535 nodes/BSP cuts. 63 zones.
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User avatar BuddhaMaster
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Subject: Re: Myst to Unreal

Post Posted: 19 Apr 2011, 17:58

Rarsonic wrote:
BuddhaMaster wrote:Is the 350 Brush limit true?


No. Many maps go far beyond that.

BuddhaMaster wrote:Are there more Engine limitations good to know?


65535 nodes/BSP cuts. 63 zones.


Thanks that really all I wanted to know.
I tried google with terms as: UED, unreal, editor, limits, limitation
couldn't find immediate results.
Unreal (1998) is getting old.

btw:
rubbish prototype dock view 01
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rubbish view from inside ship
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version (0.)2 (Sunken Gear opened version, skybox, fog)
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Last edited by BuddhaMaster on 20 Apr 2011, 00:00, edited 1 time in total.

User avatar Darkon
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Subject: Re: Myst to Unreal

Post Posted: 19 Apr 2011, 20:59

pretty yum so far.
Never trust a Dutchman in a tulip fight.

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Subject: Re: Myst to Unreal

Post Posted: 20 Apr 2011, 03:06

It's great to see that you're actually delivering. I honestly had my doubts that you were going to do it. Keep up the good work! :) :tup:
ImageIgnorance is knowing anything
And only idiots know everything

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Subject: Re: Myst to Unreal

Post Posted: 20 Apr 2011, 12:55

It's crazy how those shots don't even give the impression that there is a relation to Unreal. When this is finished I'll probably be amazed (again) with what can be achieved with such an old engine.

User avatar BuddhaMaster
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Subject: Re: Myst to Unreal

Post Posted: 22 Apr 2011, 02:49

yo guys, I am (and probably will be) a bit slower than introduced , but I swear I will keep things going.

The terrain will be a really hard bone to swallow ;) Once started It will probably turn out good because of the motivation. I'll probably make a texture projection from the original Island map to get the proportions right, but terrain got to be fully recreated by hand.

I wonder what's more effective: Terrain-Tool (Terrain Brush) or tessellated cubes-
I never did the second one. Whats that exactly? arranging various sized 'bTessellated' on, cubes and moving each vertical vertex manually? But what's the downsize...

I probably stick to Terrain Brush

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Subject: Re: Myst to Unreal

Post Posted: 22 Apr 2011, 03:47

I wonder what's more effective: Terrain-Tool (Terrain Brush) or tessellated cubes-
I never did the second one. Whats that exactly? arranging various sized 'bTessellated' on, cubes and moving each vertical vertex manually? But what's the downsize...

To modify what I wrote in a different thread not too long ago: I generally use several tessellated cubes (several of uniform size, say 256x256x256) to build out a very rough shape of the terrain I need. I then intersect it into a single brush and vertex edit from there.

Tessellated cubes afford much more control and flexibility, and arguably better looking terrain for less polys. The downside is it takes more time and patience to create. Tessellated cubes can also be easily be used subtractively (for caves and whatnot), as where subtracted terrain brushes wouldn't look so great.

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