Tuesday, 14 May 2013
The End.
During this last week we have all been working together on a variety of aspects (some of which outlined in the previous post) in order to make sure the level is finished to a good enough quality. Most of this has been focused on placing assets in areas that were otherwise empty or lacking, matinee animations within UDK, Kismet tweaks within UDK and fixing any texture and / or asset issues such as the interior of the mosque which needed a lot of tweaks to the rest of the scene and to look finished.
After all that, we've finished!
...But not for long, we are now thinking about our continuation of this project during the 3rd year. There are a lot of things that we have liked to have improved on in our current project as we have learnt a lot during the process. Since the start of this year we have gained much more knowledge of asset creation, level design, UDK workflow, texture workflow, modular pros and cons, and much more along those lines.
For next year we will be approaching the level in a much more planned way - we will get the majority of the story and mechanics locked off over summer and also hopefully a bunch of concept art so that once we come back in September we'll be able to jump straight in with more refined concepts, 3D mock ups and asset creation. I will also create the concept art with the textures in mind in order to help us further down the line.
This will be the last update on this blog, however if you are eager to see what we are up to, we've already set up our blog for next year! Which you can find here: http://intrigueproductions.wordpress.com/
Monday, 13 May 2013
Crunch
First bit
fix where plane lands
floating bits
no collison on walls
change texture on start boxes
texture the poles
remove market stalls
volume?
audio clip needs to be placed on something
keep the lights on (otherwise it looks like magic)
put books on the shelf
lamps at the end
Text come up at the end
dani model chair today. Jack texture it today
circular table.
fix where plane lands
floating bits
no collison on walls
change texture on start boxes
texture the poles
remove market stalls
volume?
audio clip needs to be placed on something
keep the lights on (otherwise it looks like magic)
put books on the shelf
lamps at the end
Text come up at the end
dani model chair today. Jack texture it today
circular table.
Wednesday, 8 May 2013
Week 06.05.13 update
Amongst many other things we have been able to get a final export of the game so far working properly.
This is the code that we needed to edit, found C:\UDK\UDKGame\Config\DefulatEngine.ini
This code tells the UDK front end exporter to default load our level 'intrigue.udk' using the simple game template rather than the Unreal tournament game template and settings.
As well as this one of the third years showed us that by replacing UDK's default bik movie file with ours it will play at the start. This solved a timing issue we had with the opening voice clip, there wasn't a lot of space for the player to walk before the next audio clip, causing bad overlapping. In haste however i extended the start section, it has worked out well enough.
The piled up section on the right was an idea to make the player have to climb around the gate check point, the way the character he is following would have passed through, it wasn't clear enough and i felt it distracted, the route is still possible though.
last week I re did the ambient track with more presence in mind after listening to some sound scape's. Used, birds, wind and cicada's and sand.
This is how the kismet looks at a final tidied up stage
Fixed a lighting error we had for a while, where the light ignored the wall on the left, it was to do with a issue with the greybox i believe, to fix all i did was put a plane with the same brick texture on in front of it.
Here are some updates for this week
The ending area
Made a cinematic inside UDK for the credits and fly through ending.
Here is an area behind the temple
This is the code that we needed to edit, found C:\UDK\UDKGame\Config\DefulatEngine.ini
This code tells the UDK front end exporter to default load our level 'intrigue.udk' using the simple game template rather than the Unreal tournament game template and settings.
As well as this one of the third years showed us that by replacing UDK's default bik movie file with ours it will play at the start. This solved a timing issue we had with the opening voice clip, there wasn't a lot of space for the player to walk before the next audio clip, causing bad overlapping. In haste however i extended the start section, it has worked out well enough.
The piled up section on the right was an idea to make the player have to climb around the gate check point, the way the character he is following would have passed through, it wasn't clear enough and i felt it distracted, the route is still possible though.
last week I re did the ambient track with more presence in mind after listening to some sound scape's. Used, birds, wind and cicada's and sand.
This is how the kismet looks at a final tidied up stage
Fixed a lighting error we had for a while, where the light ignored the wall on the left, it was to do with a issue with the greybox i believe, to fix all i did was put a plane with the same brick texture on in front of it.
Here are some updates for this week
The ending area
Put some text on the wall to help players understand the door at the end
Made a cinematic inside UDK for the credits and fly through ending.
Here is an area behind the temple
Inside the temple
A cafe area Jack put together, i made a table and chair mesh for it.
Wednesday, 1 May 2013
Final Textures Update
These are the final assets textured for the level (when the post is complete) which means i'll be able to get to work on placement with the rest of the team to ensure that the level is populate to a good extent ready for the deadline.
(still need to texture the new windows for the workshop, but the seacreature brief is calling!)
I've also noticed that the workshop had been placed a little bit too large within the scene so it looked odd. I intended the design to be smaller so i've shrunken the mesh to a more appropriate size which sits more comfortably within the scene now. It stands out enough for the player to realise this is perhaps a destination for them but it's not as over-the-top as before.
Today (3rd may) i've updated the models for the skyscrapers aswell as texturing them, and the same for outter city walls. I've also textured birds for the scene, using the UDK bird particle emitter.
(still need to texture the new windows for the workshop, but the seacreature brief is calling!)
I've also noticed that the workshop had been placed a little bit too large within the scene so it looked odd. I intended the design to be smaller so i've shrunken the mesh to a more appropriate size which sits more comfortably within the scene now. It stands out enough for the player to realise this is perhaps a destination for them but it's not as over-the-top as before.
Today (3rd may) i've updated the models for the skyscrapers aswell as texturing them, and the same for outter city walls. I've also textured birds for the scene, using the UDK bird particle emitter.
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