You edit without terrain tessellation? Or did you just disable the LOD in order to show the terrain?
At the time of the images, I imported the height map as it was, made manual modification on many elements of the terrain for accessibility, and made the wireframe visible while testing the map. I haven't touched anything with tessellation or the level of detail..... chances are, I'll be reducing the level of polys on the terrain before I get too crazy with other things, as I doubt it'll need to be that detailed. What you're seeing is done with the UDK's default settings.
No textures have been applied yet, as I can't seem to find any snow textures in the UDK, thus I'll have to make them from scratch, which isn't an issue, I just have to find something that tells me what's a decent size for a texture file in UDK.
I worked on getting the look and feel right before I started scaling or modifying the size or amount of polys.
Not sure if that answers your question...... as mentioned before, I'm pretty well re-learning how to do things sine the last time I did any of this was in 2004 and in UnrealEd.
i hope we get a beta version of the map to try out and play with before its totally completed! i just want to try a new map asap.. sick of the vanilla maps =/
Praxius, do you think you could help or teach me to make my own map? im interested in making some basic even sided maps (symmetrical) that would be good for competitive play.
i sent you a PM.
Well most of my experience is with using Maya and out dated information with UnrealEd..... I'm learning UDK as I go with this map.... I'm not too sure how much I could help or offer.
In regards to Maya, I did make a tutorial for how to model a StugIII back before RO1 was released in the old RO forums, but I can't find those forums anymore (think they were shut down)
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