Monday, April 18, 2011
Sunday, April 17, 2011
jack week2
So this week I finished my Gears of War PC MP level MP-Station. I created two version for this level the first being the standard MP level that can be played online and the second version is a bot version that simulates a 5v5 warzone match. The second thing I started work on is another MP level for Gears that implements Epics LD approach from Gears 2 which is small levels that put you into the fight almost instantly after spawn. Since this is a much smaller level in scope than MP-Station I have gotten alot of head way on the level in a short amount of time roughly 2 hours of work so far and I am starting to get into deco meshing already. Thirdly I have started work on my SP level that will hopefully be testable in class on Tuesday but with the release of Portal 2 in 39 hours from the time of this post and most likely that timer will get shorter very soon and playable SP level this week might not happen.
Final Screenshots for MP-Station:



Screenshots for MP-Highway:



Final Screenshots for MP-Station:
Screenshots for MP-Highway:
Cooley wk2
Ok, so unwrapped the goblin and seen and threw some base colors + checker pattern on it. Would like some critique on UVs before i start painting.


A lot of the empty space on the goblin's UVs, im saving for his weapon, which I have been considering redoing. both of these have default lighting, forgot to take it off for screen grab.
In the bottom left of the scene UVs, im saving that space for vines and leaves. First shot is no lights, 2nd is default lights.
Saturday, April 16, 2011
MurderBall Update
I've fixed the character select menu and how the player classes are spawned. I've updated the pause/character select menu to show a message indicating the class change won't take effect until next spawn. Currently the player will be spawned a random class for the first spawn and from then on in order to change the class the player will be required to use the menu to change classes. I also recorded a ton game-play footage from a play test I set up last Thursday night and will be going through the footage for my reel this weekend.
I've also made a lot of progress on my personal website and should be published later today.
Friday, April 15, 2011
Project Seacliff



Got the lighthouse light all synced and rotating perfectly, just made another Mover mesh and animated it with the cone. Populated the roof with the modular pipes, decals, puddles, and particles. Made an additional decal for simple grunge stains on static meshes for asylum and courtyard. Tweaked UDK's existing particle system for falling leaves to create a new one (with new leaf texture) that looks like the leaves are blowing with the wind instead of just floating down.
Also, did the terrain, materials, and repopulating it with speedtree actors across several deco layers. Had a bitch of a time getting the three materials I wanted working on the terrain. Had the cliff rock and the grass working, but the when making the material for the dirt road the terrain would go multicolored once the normal nodes were applied. Read through the documentation and understood that I had too many texture samples going on for the terrain. I have a lot going on in those material networks, so they look badass with practically no visible seams.
The documentation lists a total of 16 texture samples on Shader Model 3.0, but doesn't list any info for the capabilites of DirectX 11 Shader Model 4.0 that I'm currently utilizing. So after some playing around I got it working and deduced that SM 4.0 can handle roughly 22 texture samples on terrain. Got my networks down to that number by placing my grunge masks inside the alpha channel of the texture samples instead of having the grunge masks on a separate texture sample set where each channel (ARGB) has its own mask.
Just need to finish up a few remaining assets, stairs and whatnot. Easy money. However, still having that weird lighting issue on the top trim of the asylum architecture. This latest lightmass build was only at Medium, so maybe Production will fare differently. Production build times are getting up there though...
I'll be making the same modifications to Shantytown MP map on the terrain, so I can put in the road system for that as well. Finish a few remaining assets on that (power lines, cabling, etc.) and its done.
As for the Cereal Killers senior project thats going in my port, we're fixing some issues with the collision data on ACT 1 (ACT 1 is what I'll be showing in the reel). Should have it fixed and showable come Monday.
Peace.
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