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Thread: Where to start for UT2004 modding?

  1. #11
    The Child Pornographer Ki11a_FTW's Avatar
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    Re: Where to start for UT2004 modding?

    I wouldent make the whole thing into one scenery, split it into different parts
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  2. #12
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    Re: Where to start for UT2004 modding?

    Im starting to find this engine less and less appealing :\
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  3. #13
    The Child Pornographer Ki11a_FTW's Avatar
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    Re: Where to start for UT2004 modding?

    unreal 07 ftw.
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  4. #14
    The Silent Photographer Zeph's Avatar
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    Re: Where to start for UT2004 modding?

    Quote Originally Posted by Ki11a_FTW View Post
    I wouldent make the whole thing into one scenery, split it into different parts
    Yeah, from what I've found, there's no way to work with material IDs for an object.

    unreal 07 ftw.
    The only real differences between 07 and 04 is 07 has the potential to look better. It's still the same engine.
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  5. #15

    Re: Where to start for UT2004 modding?

    Quote Originally Posted by Ki11a_FTW View Post
    I wouldent make the whole thing into one scenery, split it into different parts
    I acctualy did exactly that.
    I imported a low poly version of my whole map (THIS map actualy) and set it to per poly collision and was able to populate and playtest it.

    Then replaced that one large mesh piece by piece with static meshs
    And the result is right here.
    Last edited by MMFSdjw; June 13th, 2008 at 01:28 AM.
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  6. #16
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    Re: Where to start for UT2004 modding?

    Unreal editor confuzzles me

    Im not really sure if I want to move to this engine after CE. Im looking for something with a similiar development process to halo's, in other words, make level in max, import to into the game.

    Any suggestions, besides halo 2 :/

    Till then Ill keep looking around in the Unreal Engine for what I could do
    Last edited by Sel; June 13th, 2008 at 07:08 AM.
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  7. #17

    Re: Where to start for UT2004 modding?

    technicaly you can build your entire level in max, if you design it right, all you have to do is export all the pieces and assemble them in unrealed.
    Halo is a very unique engine. I don't know of any others that use max as much as it does.
    If only there was an engine that had all the high points of Halo and unreal it would be the perfect engine to map for.
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  8. #18
    The Silent Photographer Zeph's Avatar
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    Re: Where to start for UT2004 modding?

    Quote Originally Posted by selentic View Post
    Unreal editor confuzzles me

    Im not really sure if I want to move to this engine after CE. Im looking for something with a similiar development process to halo's, in other words, make level in max, import to into the game.

    Any suggestions, besides halo 2 :/

    Till then Ill keep looking around in the Unreal Engine for what I could do
    You wont find many PC games that do that. You make the entire Halo BSP in Max because that engine is optimized to run on the limited resources of a console. Every single vertex can be managed. PC engines are typically more sloppy. But as said by other people, you can still work the same way. Just make a subtraction box that will fit your level mesh and place it inside. However, if you do that, you're going to run into UV mapping, lighting, and possible preformance problems. Just make your entire level in Max, then slice it up so a lot of the stuff is separate objects. Any time you have a flat wall or floor, use the Subtraction/Addition brushes to make them ingame.
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  9. #19

    Re: Where to start for UT2004 modding?

    Exactly what he said.
    And while you're building pay attention to things that can be repeated like pillars or lights so you can use fewer unique static meshes.
    Also remember that unreal can scale meshes too.
    On a map I'm currently making, I had two meshes, they looked the same except one was half as wide as the other but I realized I could simple scale the larger one down by half on that one axis and there was most no difference between them.
    stuff like that can save you a lot of work and file size.
    Last edited by MMFSdjw; June 13th, 2008 at 01:55 PM. Reason: spelling
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  10. #20
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    Re: Where to start for UT2004 modding?

    Quote Originally Posted by Zeph View Post
    You wont find many PC games that do that. You make the entire Halo BSP in Max because that engine is optimized to run on the limited resources of a console. Every single vertex can be managed. PC engines are typically more sloppy. But as said by other people, you can still work the same way. Just make a subtraction box that will fit your level mesh and place it inside. However, if you do that, you're going to run into UV mapping, lighting, and possible preformance problems. Just make your entire level in Max, then slice it up so a lot of the stuff is separate objects. Any time you have a flat wall or floor, use the Subtraction/Addition brushes to make them ingame.
    I guess thats cool, but still kinda lame. Oh well, Ill figure it out as I go. Thanks for the help.
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