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Level Design Contest Entry: DM Garages [+Download]
#336066
08/01/10 13:27
08/01/10 13:27
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Level Design Contest Entry: DM Garages [+Download]
Hey, after about 30 hours of working on my contest entry for the "Unreal Tournament Level Design Contest 2010" the map is finally ... disqualificated because I used some royalty free models and textures. Well, not that bad. Now I`ve got a nice new level for my game. Video: http://www.youtube.com/watch?v=TT6UTNqCrcM
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Re: Level Design Contest Entry: DM Garages [+Download]
[Re: Machinery_Frank]
#336118
08/01/10 18:43
08/01/10 18:43
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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Ah missed to try out the compile dversion..doing it now^^. Why dont you create a free premium acc on RS? You cna have as many downloads as possible, and files are only deleted if they are not downloaded for 60days
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: Level Design Contest Entry: DM Garages [+Download]
[Re: Rondidon]
#336129
08/01/10 19:57
08/01/10 19:57
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Joined: Apr 2007
Posts: 3,751 Canada
WretchedSid
Expert
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Expert
Joined: Apr 2007
Posts: 3,751
Canada
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One word: Boring. The texture repeats endless, the decals doesn't fit and the lighting looks lame.
Shitlord by trade and passion. Graphics programmer at Laminar Research. I write blog posts at feresignum.com
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Re: Level Design Contest Entry: DM Garages [+Download]
[Re: WretchedSid]
#336135
08/01/10 20:09
08/01/10 20:09
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Joined: Sep 2003
Posts: 9,859
FBL
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 9,859
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Re: Level Design Contest Entry: DM Garages [+Download]
[Re: Rondidon]
#336149
08/01/10 21:50
08/01/10 21:50
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Joined: Feb 2009
Posts: 2,154
Damocles_
Expert
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Expert
Joined: Feb 2009
Posts: 2,154
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Hi Rondinion, you have an error in your camera movement script. Its not framerateindependant:
camera.pan-=mickey.x*mausempfindlichkeit_i*0.05*time_step;
camera.tilt-=mickey.y*mausempfindlichkeit_i*0.05*time_step;
You dont need a time_step, as mickey.x already adjusts for the "movement of pixels per frame" So take out time_step, and adjust the factors. You can tests this at the fire in the trashbins, wich lower the FPS a lot. And rotate around. ---- Also try to use a time_smooth = 0; to make the camera movement more exact. using proc_mode = PROC_LATE; is also useful in the movementroutine. I think this should be adjusted sortlye before rendering. (not totally shure about that)
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