KF-Countdown Beta V.1

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Toztman

FNG / Fresh Meat
Jun 9, 2014
102
0
0
This map represents my learning of the UDK/KF2 SDK. Its my first foray into using an SDK in any fashion. I have spent a good number of years in Far Crys map editor on Xbox and Halos forge on consoles though so the concepts of map creation is familiar to me.

The theme of the map is a missile silo with some inspiration from campy James Bond supervillian hideouts.
As of this first release there are no destructible lights or actors, nor have I combined static meshs for proper splatter mapping. I will be doing a lot more detail work in the coming weeks as well as cleaning up pathing, fixing spawns and whatever else you all help me discover. I have yet to playtest this outside of solo so I have no idea what to expect!
The missile inside the silo was crafted using BSP which I converted to Meshs. The UDK lightmapping isn't behaving with it well, nor are the MICs the proper size. Unless a 3D modeler wants to donate a nice missile mesh for me it prolly wont ever look much better.

Beta v.3 Changelog:
-Living quarters restructured & understairs closed.
-Reduced size of CIC.
-CIC trader moved to stairwell enclave.
-Spawn vents added to both lobbies
-Undamaged lobby resize.
-Lobby pillars moved for more line of sight breaking.
-Maintenance tunnel shortened, now leads to silo instread of engine room.
-Engine room size reduced by 50%.
-Vent in server room is now blocked off. No more cheesing.
-Added carpet strips in living quarters where it meets tile.
-Added strips of metal to the window panes in the server room.
-Server room railing is now jumpable.
-Tops of crates in loading bay have been blocked and moved.
-Added a few detail and decal objects around the map.
-Added several more ammo crate spawns.
-Other crap

I still do not know why my dosh and weapons disappear but I have PMed TW Swag so hopefully he/they can identify the problem for me.

Screenshot Gallery (v2): http://imgur.com/a/XZPGb#0

Version 4 Map Download Link: https://www.dropbox.com/s/4yhstjejntumwd3/KF-CountdownBETAv4.rar?dl=1

Break the crap out of this place so I can continue to improve it for everyone! Hope you enjoy it!
 
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nejinx

FNG / Fresh Meat
Apr 30, 2015
19
0
0
The lighting needs fixing when you first start:

Spoiler!

Spoiler!


Looks okay when you put your back to the light...
Spoiler!
 

Toztman

FNG / Fresh Meat
Jun 9, 2014
102
0
0
THERE IT IS! See...my computer cant really handle more than low shadows. so i have been building the map with the sngine on low settings. When I switch to high settings it freaks out just like that. I rebuild the lighting, and it stays the same. I have no idea why.

I had asked people earlier but no one responded with an answer.

So in your experience is it jsut teh light at the start or is the whole maps lighting effed? Because it looks to me like the circle of light is following you and overriding all shadows... and i have no idea why.
 
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Toztman

FNG / Fresh Meat
Jun 9, 2014
102
0
0
Just for kicks, try your shadows on low for me and see if it behaves. I bet it does.
 

nejinx

FNG / Fresh Meat
Apr 30, 2015
19
0
0
Shadow set to ultra:
Spoiler!

Spoiler!

Spoiler!

Spoiler!

Spoiler!

Spoiler!

Spoiler!



Shadow set to low:
Spoiler!

Spoiler!

Spoiler!
 

nejinx

FNG / Fresh Meat
Apr 30, 2015
19
0
0
Some areas are better than others when shadows are set to low but as you can see it is still causing the issue.
 

Toztman

FNG / Fresh Meat
Jun 9, 2014
102
0
0
Thanks for doing that!

This problem aggravates me to no end. I launch the game, flip shadows to high, quit, load the SDK, and the problem you are demonstrating right now happens in the editor for me. circle of light everywhere. I rebuild lighting, and it is still there.

But on low I have no issues. Not evven what you are showing me. It isn't consistent.

I haven't seen anyone else run into this weird anomaly where lighting and shadows only work on low settings.

I removed the download until this gets sorted. But I ahve no idea how to sort it. Its not a light. The effects follows the player.
 
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Toztman

FNG / Fresh Meat
Jun 9, 2014
102
0
0
Well I just turned bloom on and it is compounding the problem of the circle of light. Crazy overexposure to anything inside the circle. It only effects walls and floors though. Ceilings are uneffected.

Tripwire I could use some help here if and when you see this anomaly.

I am using a TWIndoorlightingvolume by the way.
 

nejinx

FNG / Fresh Meat
Apr 30, 2015
19
0
0
Just testing your map, I took out some point lights from your start area to see if that would make a difference. When you face outside of the train you can see a constant fog, rotate 180 degrees and it isn't there?

It happens to be in the same direction as the light flaring.
 

Toztman

FNG / Fresh Meat
Jun 9, 2014
102
0
0
Just testing your map, I took out some point lights from your start area to see if that would make a difference. When you face outside of the train you can see a constant fog, rotate 180 degrees and it isn't there?

It happens to be in the same direction as the light flaring.

I had light shafts enabled on the trams headlamps to make it harder to see when looking into it..but with bloom on its like dying so I will be disabling that garbage.

In the SDK does the circle of light follow you still?
 
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Toztman

FNG / Fresh Meat
Jun 9, 2014
102
0
0
Guess what it is? I found it after may pulling of hair sessions. its my dominantdirectionalight. The settings I had plus the angle and distance were causing it.

Now that I know what a difference it is to edit lighting without all of the settings on, I will turn it all on and modify all my lights to be what I had originally intended.

Work will suck tomorrow with the 3 hours of sleep im about to get.
 

Toztman

FNG / Fresh Meat
Jun 9, 2014
102
0
0
Updated OP with new link to a NEW v.2 map with fixed lighting. I played it on ultra with all lighting effects on in a tiny window to keep my fps up and it looked proper this time.

Now people can test it properly. Remember, a lot of detail has yet to be placed and modular meshs maps dont line up, etc. blah blah. Just happy the lighting works now.
 

nejinx

FNG / Fresh Meat
Apr 30, 2015
19
0
0
There are 2 spots where most of the zeds can't touch you after crouching down behind these stairs:

Spoiler!

Spoiler!
 

Toztman

FNG / Fresh Meat
Jun 9, 2014
102
0
0
Thanks for pointing out that overlook on my part. I just walled off all 4 stairwells you are referring to and will be fixed int eh next update.
 

Toztman

FNG / Fresh Meat
Jun 9, 2014
102
0
0
OP updated with version 3 map file and changelog. Still dont know how to fix disappearing guns and dosh. Working on it.

And could a get a MOD to change the title of the thread. Just remove the version and leave it as plain old countdown please.