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Krieg, Frieden und Zombies

Started by Snipe34, April 27, 2012, 01:33

Vanico

#165
Very nice!

So... will you make the Brandenburger  Tor and KFZ simply includes it?
Because I'm not a modeler and a detailed one would be much prettier.

N3Cr0

#166
OK, I will try, but I thought we could make it in UDK and convert it to a static mesh.
The rest of the map is your task: I never was being there, so I don't really know the landscape.
... but one more: maybe we could put the TV tower of Berlin in background.

EDIT:
Will not be too easy to make this curvy road/intersection

Vanico

We don't have to convert it 1:1 into the game.
But thx for the map, that's useful!

Actually I could do it in UDK. Problem is: I lack textures. UDK comes with only a few textures...
It was much easier in KF since I could use all the Ut2k4 files.

I'll probably have to import many of them...

I COULD make the Brandenburger Tor. But a modeler has to create the statue on top of the gate. I can't make this with BSP brushes... http://www.martinloos.de/images/2011/10/sehensw%C3%BCrdigkeiten-berlin-brandenburger-tor-statue.jpg

It will also be hard to find matching textures. Very detailed as you can see...

N3Cr0

OK, I will make the statue on top of it.
Textures: Of course, that's hard. Please do me a favor and do not use stock textures. We must make our own.
How to make your own textures? Take some photos from walls, tiles from the floor, etc.

Snipe34

How do you want the map to play?  A mission?  So maybe tanks along the boulevard thru the park?

http://i.imgur.com/p1Zxx.jpg

Around the Tor that's a huge curve so straight sections can be used.  And, as I said above, I can help with the quadriga which is (because it seems you don't know ) the four horse chariot with the guy holding the iron cross that's mounted with the eagle.

-----------------------------------------
It's very, very hard sometimes to mess up lovely pics to looked aged, but natural.  Many games are ultra clean so they don't feel so real.  Take a look around your real life house, your street the signs, roads -- notice the random marks, smudges, cracks, lines, potholes.  Those all help to add realism.

Cracks, dents streaks and randomness, or better, I got a pic of an old battered sign.  (the best free site [but 15mb dl limit per day - is good for about 8 large pics per day] www.cgtextures.com where i found the aged pic)

http://i.imgur.com/PQhei.jpg

N3Cr0

Texturing... I'm on it ;)
I will work over my signs.
OK Snipe, I would appreciate it if you make this statue. I mean I don't really know how to make all of it's parts.

Vanico

I will probably make a plain survival map in front of the Brandenburger Tor first because I have NO and I really mean NO idea how to make a story map. I never did one and I never attempted to make one.

Berlin is an important map for a game taking place in Germany...
Maybe Hicks should make it? I still don't think I'm good enough for this.

[MiA]crazzy

idk if that was said before but I think the traffic signs could look a bit more rusty, more used, older and such... I ain't critisize your work. This is just what I'm thinking.

N3Cr0

And that's exactly what I'm fixing now ;)

Snipe34

story map is: players start at A move to B and probably C.   You put obstacles in their way, maybe puzzles, but mainly monsters.  Important also with story maps: do you want the players to be able to return to the start - if not put small cliffs so they jump down to the next area, and can't return the start.

But the Tor.   First a large flat surface using BSP.   Then many BSP blocks - pls keep the grid on - the buildings.  The fine details like the quadriga and other fancy meshes can be added later, as n3cro or i make them.  So for now, buildings as blocks using UDK default tex is fine.

The important thing is make it to scale, so I suggest in UDK, search for "skeletal." Place a udk [skeletal] Bot in the map to give you the size of a person relative to the Tor.  You'll find there's a fair bit of work getting it sized right with just blocks.  Fortunately UDK bsp is really easy to use.

I'm not sure what kind of lighting want, day night or twilight.  I managed nice shadows using 2 lights: 1 dominantDirectional (gives shadows- with some settings changed) and 1 skylight (softens the shadows - more settings xd), so copy/ paste lighting out of my maps if you want.   All you have to do then is brighten or darken the lights to your choice.

Vanico

I know what a story map is. I just never made one with scripted triggers, objectives etc.

Also I tried to be careful with the size. It should be as realistic as possible.
Grid... too late.

I already made a beta building with selfmade textures of my own floor for example.

I still have to get used to the global illumination and directional light stuff. Should be working though.

N3Cr0

Well, I guess there is not too much stuff in your map yet. Would be good if you could remake the BSP using the grid.

Vanico

Oh god, why? :(

Btw. you know what REALLY bugs me about UDK?
It kinda lacks a "location" property which I always used to edit the object's coordinates.
Now I can't place BSP brushes precisely anymore and I always get ugly transitions.
UDK freaking forces me to use the grid now.
Why do I hate this so much.

[MiA]crazzy


N3Cr0

#179
No problem, you will learn to use the grid properly, if you want ;)
Hint: keep calculating formulars with 8 or remember numbers:
2;4;8;12;16;20;24;32:40;48;54;64;72;96;112;128;160;192;256;374;512;640;720;768