KF-BioCenter

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GiantTurkeyFish

FNG / Fresh Meat
Apr 13, 2016
48
0
0
PROGRESS UPDATE

I'm still working on optimizing all the rooms in the basement floor. Unfortunately, this is taking a little longer than I originally thought, but everything so far is fine. Right now I'm still adjusting the draw distances when looking through one room to the next. This will help the future perk sharpshooter from getting terrible fps drops. Thank you for reading :)
 

GiantTurkeyFish

FNG / Fresh Meat
Apr 13, 2016
48
0
0
PROGRESS UPDATE

Cave
- Static meshes now have a max draw distance for optimization (about 1000+ meshes needed this T.T)
*This means how far away until the object is no longer rendered
- Lights and Particles now have a max draw distance set
- Added small lights around the trader
- Added a destructible light near door entance leading to circuit room
- Added signs

Circuit Room
- Max draw distances have been set for static meshes, lights, and particles
- Fixed a couple of static meshes suspending in mid air
- Added signs

Generator Room
- Max draw distances have been setup
- Fixed a couple of small objects going through each other
- Fixed minor Zfighting
- Added blood spots and limbs
- Added signs

Production Room
- Max draw distances have been set for static meshes, lights, and particles
- Changed the textures in the small transition area for Production Room and the Generator Room
- Added another destrutible light
- Textured static meshes left untextured
- Fixed weird shadow spot on wall
- Fixed minor Zfighting with static meshes
- Added boarders around the edges of stairway leading to the upper floor

Light Tower Room
- Max draw distances have been set for static meshes, lights, and particles
- Added and textured roof
- Added stair railings

I will be working on many of lights and shadows in the Cave, Circuit Room, Generator Room, Production Room, and Light Tower Room. Turns out, I had my shadows set to LOW (oops lol) and setting it to HIGH has caused all the rooms to cast double (sometimes triple) shadows on some objects (ZEDs were also affected). Good news is, I'll get the opportunity to improve the visuals in each room as I fix them (All rooms will improve eventually too, because of this) :D

THANK YOU FOR READING!!! :)
 

frostlink

FNG / Fresh Meat
Dec 6, 2015
70
0
0
If you don't mind me asking, what did you use to learn to use the SDK? I quite interested in making some maps myself, as there are many maps from KF1 that i love- but I don't know where to start. I would very much appreciate if you could give me some tips. Also, excited to see how the map turns out!
 

GiantTurkeyFish

FNG / Fresh Meat
Apr 13, 2016
48
0
0
When started, I knew nothing about the SDK or even UDK for that matter.

A guy on youtube named Kuebic got me started with the basics.

Here is one of his videos
https://www.youtube.com/watch?v=A0Vs7FuFVv4&index=3&list=PLHiWBrKmz-WdO_XhU7GAizVVVnTV5kJ4I

I also use Tripwires forum archive once in a while to help find questions I couldn't figure out. I usually press CTRL+F and type a key word to help find questions similar to mine.

Here's a link to it
http://forums.tripwireinteractive.com/archive/index.php/f-197.html

I spent a large amount of my time playing around with things in the official KF2 maps and the SDK examples Tripwire included. Just remember to make sure not to save.

Once I finish this map, I've been debating weather or not i should make tutorial videos. There were plenty of times where it would of been nice to have some when I first started. I enjoy helping others so I might consider it, but only time will tell.

Hope this helps!? :)
 

Tecnologgamer

FNG / Fresh Meat
Apr 18, 2016
43
0
0
If you don't mind me asking, what did you use to learn to use the SDK? I quite interested in making some maps myself, as there are many maps from KF1 that i love- but I don't know where to start. I would very much appreciate if you could give me some tips. Also, excited to see how the map turns out!

This is may help you too. If you have some questions you can tell me. A know a bit about some function like spawn, doors, walls, etc.

http://wiki.tripwireinteractive.com/index.php?title=Killing_Floor_2
 

GiantTurkeyFish

FNG / Fresh Meat
Apr 13, 2016
48
0
0
Sorry for the late progress update post, but here it is!!! :D

PROGRESS UPDATE

Cave
- Removed no longer needed lights
- Disabled shadows on some of the lights
- Fixed some of the geometry and lighting
- Enabled shadow casting on some of the static meshes

Circuit Room
- Revamped the way the room is lit
- Changed a few static meshes to cast better shadows
- Few of the lights that had shadow casting on are now disabled

Generator Room
- Revamped how the room is lit
- Added visible shadows for a few of the static meshes
- Few of the lights that had shadow casting on are now disabled

Production Room
- Added lights
- Changed the color of the lights in control room (From a steel blue to white)
- Reduced point light brightness inside the control room
- Removed a few lights in certain spots
- Fixed some lighting bleeding into other rooms
- Added shadows to some static meshes
- Changed long light strips to hanging lights

Light Tower Room
- Revamped how the room is lit
- Light towers have been changed (I'm going to nickname it the Light Saber room now lol)
- Added shadow casting on some of the static meshes

Here's a before and after picture of the results I got when I improved the lighting and shadows in the Production Room.

BEFORE
bandicam 2016-05-18 01-55-50-461.jpg

AFTER
bandicam 2016-05-18 01-56-31-459.jpg

Next update, I should have the majority unfinished things in the basement floor rooms finished. I'll also will be working on the Lobby room (the first picture on post #1 is the lobby room). Here is a small list of what I want to try to get done, before the next progress update post.

Cave
- Add the exit leading out of the cave

Lobby
- Fix and improve the lighting
- Disable lights that don't need to cast shadows
- Set max draw distance on all the static meshes, particles, and lighting
- Fix the destructibles in the upper area of the lobby
- Set the remaining destructibles that have not yet been connect to the power box

I look forward to posting the next progress update and answering any questions or comments :D

THANK YOU FOR READING :)
 

GiantTurkeyFish

FNG / Fresh Meat
Apr 13, 2016
48
0
0
PROGRESS UPDATE

Cave
- Cave exit added (It's just for looks for now)
- Sealed unwanted holes showing other parts of the map by accident
- Added a light just outside of the cave exit
- Added particles just outside of the cave exit
- Added pebbles/small rock on the ground
- Max draw distance has been set for static meshes, lights, and particles for cave exit

Generator Room
- Added max draw distance to meshes that were missed

Production Room
- Added max draw distance to meshes that were missed
- Textured and cleaned up zed spawn rooms
- Made small changes to light texture on some lights (changed light texture color)
- Lights have been added
- Connected the remaining lights to their appropriate destructibles

Light Tower Room
- Covered a couple breaks in the shadow cast

Lobby
- Disabled shadows casting on some lights
- Removed some meshes to improve the shadows on some objects
- Cleaned up excessive amount of lights in some spots
- Added more destructible lights and light sources
- Added max draw distance to meshes, lights and particles
- Stairs textures have been slightly changed
- Added boarders to seperate the tile and carpet
- Added railings along some of the stairs

THANK YOU FOR READING :D
 

GiantTurkeyFish

FNG / Fresh Meat
Apr 13, 2016
48
0
0
PROGRESS UPDATE

Lobby Hall
- Removed some lights in certain spots
- Disabled shadow casting on many lights
- Added glow sticks
- Allowed some objects to cast shadows

Elevator Room
- Completely retextured the room
- Removed some lights
- Changed the lights used to light the room
- Added supports in room
- Added another seat
- Designed the inside of one of the elevators

Bar
- Revamped the bar to look more modern
- Removed some lights

Disecting Room
- Revamped the way the room is lit
- Added shadows on many of the objects
- Disabled shadow cast on some of the lights

Server Room
- Removed lots of lights
- Added shadow cast on some objects
- Disabled shadow casting on some lights

Here's the nearly complete Lobby Room :D
KF2BioCenter Lobby.jpg

I'll be sure to post some more visual goodies in the next progress update post :D

THANK YOU FOR READING :IS2:
 

GiantTurkeyFish

FNG / Fresh Meat
Apr 13, 2016
48
0
0
This progress update is a little small this time around (been busy).

PROGRESS UPDATE

Lobby Hall
- Added sandbags in one of zed spawn halls
- Max draw distances have been set for meshes, lights, and particles

Elevator Room
- Added more details in the elevator
- Zed spawn has been textured
- Added fire
- Added blood
- Max draw distances have been set for meshes, lights, and particles

Bar
- Retextured minor details
- Candle lights have been changed
- Some TVs are now off/flickering

Here's some before and after visual goodies. Remember these are not final and I'm still working on them.

Lobby Hall Before
Lobby Hall Before.jpg

Lobby Hall After
Lobby Hall After.jpg

Bar Before
Bar before.jpg

Bar After
Bar after.jpg
 

infntnub

Grizzled Veteran
Sep 25, 2012
2,313
110
63
Pennsylvania
I love seeing how this is progressing - agreed with other posters; this looks very promising.

Nice face lift to the bar in the recent post btw. :cool:
 

GiantTurkeyFish

FNG / Fresh Meat
Apr 13, 2016
48
0
0
Thanks infntnub, it's always nice to hear a compliment. :D

PROGRESS UPDATE

Generator Room
- Adjusted the generator sound position
- Removed one of the electrical humming sounds

Lobby Hall
- Added frame around poster
- Added glowstick near sandbags
- Added another Reverb Volume

Elevator Room
- Added atmospheric light beams
- Added small fire sound
- Ceiling lights have been adjusted
- Fixed door/door frame alignment
- Removed static mesh walls not being seen or used
- Attached lights to the correct destructibles
- Added Flickering lights
- Added a precomputed visibility volume

Bar
- Light tubes are now destructible
- Added trim board to seperate the two tile textures
- Added a strip on top of the bar counter
- light color has been slightly changed for the bar counter and tables
- lights have been added for all the light tubes
- Disabled shadows on some static meshes
- Connected the remaining lights to destructibles
- Fix some destructibles not correctly using the right textures when destroyed
- Max draw distance has been set for meshes and lights
- Added a Reverb Volume

Control Room
- Reduced the amount of lights in the room
- Disabled shadow casting on a majority amount of lights
- Fixed a static mesh not being properly lit
- Added blood
- A couple of lights are now flickering
- Added a Reverb Volume
- Allowed shadows to cast on some static meshes
- Max draw distance has been set for meshes and lights
- Fixed a door being slightly offset

Hall 1
- Disabled shadows on a majority of the lights
- Retextured stairs

Here's is Hall 1 in its current state (same room from post 3, 3rd picture)

Hall 1 Before.jpg

Next progress update, I'll have a picture after it's been worked on some more.

Once again thank you everyone for reading :D
 
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GiantTurkeyFish

FNG / Fresh Meat
Apr 13, 2016
48
0
0
Hello everyone,

Unfortunately, there is not much in this progress update. I've been spending a majority of the time trying to find ways to improve the fps in some rooms. I won't be posting any progress updates for a few days (probably close to a week). I'm taking a short break for about 4 or so days. After my little break, I'll start troubleshooting and hopefully, I'll find a solution for the fps issues I've been having.

PROGRESS UPDATE

Hall 1
- Added spotlights for shadow casting
- Enabled shadows on a few meshes
- Removed lights no longer needed
- Added panels on the floor
- Added particles
- Some lights now flicker
- Added blood

Hall 1 Stairway
- Removed some lights
- Added glow sticks
- Disabled shadows on most of the lights
- Enabled shadows on a few meshes

Here's a WIP version of Hall 1 after working on it a bit.

Hall 1 6-3-2016.jpg

I'm going to add more in this room at a later date (not sure what, but I feel I need to add more things).

Thank you everyone for reading :D
 
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GiantTurkeyFish

FNG / Fresh Meat
Apr 13, 2016
48
0
0
Hello again everyone,

I'm glad to be back and working on the map once again :) I've already been working on it for the past couple days and made some good progress. I'm not quite ready to post a progress update yet, but I should have one in the next couple of days.

Here's some before and after pictures of the Dissection Room and a peak at the Server Room

Dissection Room

Before
Dissection Room Before.jpg

After
Dissection Room After.jpg

Server Room

Before
Server Room Before.jpg

After
Server Room After.jpg

Thank you everyone for reading :D
 
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GiantTurkeyFish

FNG / Fresh Meat
Apr 13, 2016
48
0
0
I've been working pretty hard this progress update so here it is :D I've been also working on something called ZED routes, which I'll talk below the progress update. Unfortunately, I can't give an exact time when the next progress update is posted since the Bullseye Update broke a few things that I need to find a fix for (especially shadows, they're flickering and disappearing on me now) :(

PROGRESS UPDATE

Generator Room
- Fixed a static mesh clipping into the ground when it's not suppose to

Lobby
- Textured missed stairs
- Attached lights at the lobby entrance to destructibles

Hall 1
- Adjusted the lighting

Hall 1 Stairway
- Made slight pillar adjustments

Hall 2
- Added small inaccessible room
- Removed some lights no longer needed
- Added ZED animations
- Addded destructible lights
- Shadow casting has been enabled on a few objects
- All destructible static meshes on lower floor have been retextured
- Added flickering lights

Dissecting Room
- Slightly changed the color of the room
- Added flickering slights
- Adjusted trader lights
- Added bodies and limbs
- Added lightbeams
- Retextured trim

Server Room
- Dimmed the lights slightly
- Adjusted position on one of of the lights
- Retextured the floor
- Added a panel on the floor
- Added exposed circuits
- Added lightbeams
- Textured area transitioning to the ZED Confinement Room
- Added lights to the transition area

ZED Confinement
- Added banners
- Removed a couple of ZED animations

General
- Rooms that previously had precomputed visibility volumes have been removed and replaced with one that covers entire the map.
- All walls, floors, and ceiling meshes have shadow casting disabled (some objects have been disabled too) in all the rooms that have been worked on so far
- Disabled whole scene lighting on a majority of the lights that used this setting
- New areas called ZED routes
- Added WindDirectionalSource to the map

ZED routes are areas I made strictly for VSSurvival. These routes are for ZED players and not for the survivors. I want to give ZED players the chance to escape, regroup, and ambush the survivors (trying to give a more strategic approach for ZED players).

Thank you everyone for reading as always :D
 

GiantTurkeyFish

FNG / Fresh Meat
Apr 13, 2016
48
0
0
Hello everyone,

I know I've been pretty quiet lately, but it doesn't mean I haven't been working on it.

I've been doing a lot of small touch ups in areas and improving both the fps and how lights affect the gameplay. I'll be posting a progress update in a couple of days. I'm hoping to release a beta sometime in July.
 

GiantTurkeyFish

FNG / Fresh Meat
Apr 13, 2016
48
0
0
Yay, finally getting back into the swing of posting progress updates :D This is the biggest progress update I've posted so far :) I'll post a small clip (or clips) of the gameplay once this flickering dynamic shadow bug is cleared up!!!

PROGRESS UPDATE

Cave
- Added wind sounds at the cave entrance

Lobby
- Connected lights that were missed to the power box
- Added a new emergency light

Lobby Hall
- Connected lights to the correct destructibles
- Added lights
- Connected lights to the power box
- Added sound triggers for metal detectors
- Added sounds for the x-ray conveyors
- Added monitors on top of the conveyors
- Added floor mats
- Added debris on the floor
- Added a blocking volume ramp for ZEDs

Elevator Room
- Connect lights to the power box
- Added floor mat
- Added debris on the floor
- Added fire in the elevator

Bar
- Connect lights to the power box that were missed
- Some lights have been connected to each other
- Adjusted radius for some of the lights
- Added 2 new emergency lights

Hall 1
- Added an emergency light
- Adjusted the color on a few of the lights
- Slightly expanded the light radius of the emergency lights
- Connected all the missed lights to their destructibles

Hall 1/Dissection transition Rooom
- Added lights
- Added an emergency light
- Disabled shadows on a couple of lights
- Connected all the lights to their destructibles

Hall 2
- Connected all the lights that were missed to thier destructibles

Dissection Room
- Reconnected all the lights to their appropriate destructible
- Reconnnected all the lights to correct power box
- Reshaped blocking volume and added a ramp for ZEDs

Server Room
- Reconnected all the lights to their appropriate destructible
- Reconnected all the lights to power box
- Fixed lights that are suppose to be off, but look on

ZED Confinement
- Texture has been changed on banners
- Added blood
- Added a blocking volume and blocking volume ramp

Lecture Room
- Improved the layout of the Room
- Disabled shadows on floors, walls, and ceiling
- Designed ceiling
- Added destructible monitors
- Added destructible lights
- Added white board
- Added podium
- Added lights in various spots
- Added supports and mounts
- Added foliage
- Added light pipes
- Textured the room


General
- All the emergency lights have their radius increased on the first floor
- All emergency lights on the first floor now have an increased light pulse
- Added more routes for VS ZED players
- Added weapon and ammo pickups thoughout the map

Next update, I'll be focusing on the ZED Confinement Room and the Lecture Room.

As always thank you everyone for reading :D
 

GiantTurkeyFish

FNG / Fresh Meat
Apr 13, 2016
48
0
0
PROGRESS UPDATE

ZED Confinement
- Changed how the room is lit
- Disabled many of the the shadows for lights
- Disabled cast shadows on a majority of floors, walls, and ceilings
- Added a new route (this was added to allow players an additional escape route)
- Extended a route to open up for another escape route
- Designed and textured the elevator
- ZED pathing has been tweaked so they can access the containment halls much easier.
- Changed static mesh for some lights when they are destroyed
- Reconnected all the lights to their correct destructibles

Lecture Room
- Added pictures
- White board now has things written on it
- Added more plants
- Retextured one of the displays
- Added lights to displays
- Added boarders on walkway
- Added desk and chairs
- Added a new door
- All monitors have new screen images
- Closed up gaps that showed outside the map
- Enabled shadows on plants, seats, podium, displays, and desk

Hall 3
- Added lights
- Enabled shadows on the new lights
- Connect all the lights to destructibles

General
- Cleaned up my map check list (now I only have 1 warning :D)

The next 2 to 3 days I'll be working on adding small details and optimization for various room. Once that's done I'll spend majority of the time working on the last remaining rooms (Gravity and Aqua Room just to name a couple :D).

As always, thank you everyone for reading :D
 

GiantTurkeyFish

FNG / Fresh Meat
Apr 13, 2016
48
0
0
Sorry everyone,

I'm a little late on posting this progress update I'm not finished yet with this update. I'll be posting it either today or tomorrow.

Thank you for reading :D
 

GiantTurkeyFish

FNG / Fresh Meat
Apr 13, 2016
48
0
0
It's a small progress update this time around.

PROGRESS UPDATE

Lobby Hall
- Made small adjustments to one of the ZED spawns

Lecture Room
- Adding lighting on ceiling near the giant light bars
- Retextured the ceiling near the giant lights bars
- Connected all the lights to their destructibles

Hall 1
- Max draw distances has been set for static meshes, lights, and particles

Hall 1 Stairway
- Max draw distances has been set for static meshes, lights, and particles

Hall 2
- First pass as setting max draw distances for static meshes and lights (might add a little more thing)

Hall 3
- Max draw distances has been set for static meshes, lights, and particles

Dissection Room
- Max draw distances has been set for static meshes, lights, and particles

Server Room
- Max draw distances has been set for static meshes and lights

Once again thank you for reading :D
 

infntnub

Grizzled Veteran
Sep 25, 2012
2,313
110
63
Pennsylvania
Wow man - for a moment I thought maybe we lost ya on this project. :eek:

Welcome back to it!

Things are looking pretty polished, how is the optimization?