KF-Harvest

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Soulcrusher

FNG / Fresh Meat
Aug 1, 2009
51
1
0
KF-Harvest will be my second map I will have made. It's still in its early stages of development and will be entering it into the contest if I finish it in time. The theme behind it is that it's a huge specimen cloning and processing plant. To draw it out in crayon, its where the dang zombies are made, lol. Think along the lines of the human plants from the matrix.

shot13811.png


I'm posting it here and now to see if anyone wanted to help work on it or beta test it. I work alone so far, but was hoping that would change. I'm not looking for someone with years of experience under their belt, just talent and willingness to work as a team. If you're interested you could reply here or you could contact me on steam (Hoff_teamPS) or join my group on gametrackers [URL]http://www.gametracker.com/clan/sumserver/[/URL]

I will post more screens and info as I progress on. Thanks.
 
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dextronaut

FNG / Fresh Meat
Jun 26, 2009
2,435
128
0
Pacific Northwest
It is set to 0 (as far as I know) and I plan on decreasing the radius on those hallway lights so there are more shadowed areas, like u said.

what kind of help exactly are you in need of man?? if you need someone to test with ill join, or just need some basic help with UE, ill lend a hand in case theres something you dont know about.
 

Soulcrusher

FNG / Fresh Meat
Aug 1, 2009
51
1
0
what kind of help exactly are you in need of man?? if you need someone to test with ill join, or just need some basic help with UE, ill lend a hand in case theres something you dont know about.

Right now I'm struggling with static meshes, I created the pipes in the hallway there and coverted them to static meshes and now they show up pitch black on top and the bottom ones, one end is lit up on them and at the other end of the pipe it fades to black, what's up with that?

And sure, I would love you to help beta test, but that won't start for atleast a month more than likely.

BTW, love facility, it's one of my friend's favorite maps for Killing Floor.

Also, here' one more question, how come the lighting in the editor is darker than when I see the map in the actual game, its a big difference. When I adjust the the display settings in game it changes my editors display also, but they are always off...???
 
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THEDDLE

FNG / Fresh Meat
May 14, 2009
846
16
0
Hey.

Hey.

Have tried to add a texture in display under skin. May work.
 

Soulcrusher

FNG / Fresh Meat
Aug 1, 2009
51
1
0
Have tried to add a texture in display under skin. May work.

Yeah, tried that, and it does the same on pipes I drag from the Foundry and BioticsLab also. so it doesn't matter which static mesh or texture applied as a skin on the mesh.
 

THEDDLE

FNG / Fresh Meat
May 14, 2009
846
16
0
Hey

Hey

Sorry. I am a noob at this. I do not know anything about making static meshes. Good luck. Looks cool though. May think about another pipe and change the skin on it to get the look you want if all else fails.
 

Soulcrusher

FNG / Fresh Meat
Aug 1, 2009
51
1
0
Sorry. I am a noob at this. I do not know anything about making static meshes. Good luck. Looks cool though. May think about another pipe and change the skin on it to get the look you want if all else fails.

Well I fixed it, just got rid of the static mesh pipe and turned it into geometry.
 

THEDDLE

FNG / Fresh Meat
May 14, 2009
846
16
0
Hey

Hey

Cool. Look forward to seeing it. Where you the one doing the repetitive movers?
 

JustFilth

FNG / Fresh Meat
May 15, 2009
332
10
0
UK
www.leveldesigner.co.uk
the shadow on the pipe may be because the actual static is too long. The way UNed lights statics is i believe from vert to vert or along them lines.

If you was to make your pipes with a shorter brush and then place one after another too get the right lenght. Then select all the pieces and convert them to a static, you may find that the light sits better on it as there will be more verts to pick up the lighting.

Cheers filthy.
 
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JustFilth

FNG / Fresh Meat
May 15, 2009
332
10
0
UK
www.leveldesigner.co.uk
the shadow on the pipe may be because the actual static is too long. The way UNed lights statics is i believe from vert to vert or along them lines.

If you was to make your pipes with a shorter brush and then place one after another too get the right size. Then select all the pieces and convert them to a static, you may find that the light sits better on it.

I cant guarantee this to work but worth a try.

Cheers filthy.
 

Soulcrusher

FNG / Fresh Meat
Aug 1, 2009
51
1
0
Cool. Look forward to seeing it. Where you the one doing the repetitive movers?

Repetitive movers? If you are refering to the doors attacthed to my Lockdown mode on KF-Lockdown then yes, but if it not then no.

the shadow on the pipe may be because the actual static is too long. The way UNed lights statics is i believe from vert to vert or along them lines.

If you was to make your pipes with a shorter brush and then place one after another too get the right lenght. Then select all the pieces and convert them to a static, you may find that the light sits better on it as there will be more verts to pick up the lighting.

Cheers filthy.

This was the original setup I had, with 4 pipes making up one full pipe, but they all had the same effect except for the first pipe was completly lit from one end to the other and it was the same lentgh as all the rest.

Anyways, I didn't bother with it anymore and just made geo'd pipes, works just the same.
 

Doctor

FNG / Fresh Meat
Apr 1, 2010
57
0
0
i would actually like to help, although i am still learning utk i have made maps on other programs and have worked with 3d modeling software
 

Soulcrusher

FNG / Fresh Meat
Aug 1, 2009
51
1
0
bump, anyone know what happened to soulcrusher?

Well, I haven't been on here in a long time. Been in Iraq since August of '09 and plan on getting back to the states here in about a month. I've kept up with my work for the most part. Been working on this map with a new design to it. I took more of an arena style approach but I'm very pleased with how it's turning out. I have a friend here who has some pretty insane FPS skills and been using him to test the gameplay of my map. I want to make my map very hard, but entertaining at the same time... So everynight I fix and update my map, and then he gives it a run that night and I see how far he can make it on Hard-Long. So far, (after a few tries sometimes) he always manages to make it to the boss and win. So everyday it's a challenge for me to counter his tactics with map fixes, and he tells me what works and what doesn't.

I will be posting screens of this map here soon when I finishing detailing it, then soon after will post it to be tested by the community.
 

Soulcrusher

FNG / Fresh Meat
Aug 1, 2009
51
1
0
Just curious, is that hall a staticmesh(s) or BSP ? Architecture looks great btw.

It's not a static mesh, it's all brushes. I plan on making it into a static mesh though to be used by anyone for their custom maps.
 

slavek

Grizzled Veteran
May 4, 2006
3,074
943
113
UnrealEd: Viewport #1
Ahh I see. I personally find BSP superior. If you can avoid BSP errors, and don't mind some extra file size, the lighting of the map will be far better than one that uses Staticmeshes.
 

J.D.*

FNG / Fresh Meat
Jan 26, 2010
378
63
0
I can't wait to see your new version of this, anything sci fi I love. I also hope your going with more of a metal look than the concrete which is what appears to me in the early screens. If your texturing yourself, render some nice lighting effects to a certain channel, mostly red but the others come out pretty good for a metallic texture.