My new map ONS-Sunrise-V1

Anything about UT2004 mapping, Uscripting & more
User avatar
Cat1981England
Administrator
Posts: 2138
Joined: Mon 23. Aug 2010, 15:35

Re: My new map ONS-Sunrise-V1

Postby Cat1981England » Tue 2. Aug 2016, 21:57

Thanks Sed :thumbup:

Because everyone has a different PC, video card and drivers - as a general rule of thumb, i use the fps performance of Torlan to gauge whether a map's performance is acceptable. If you can get close to whatever you get in Torlan with your own PC that would be great. But i would say that it needs around 50% increase in fps around the centre of the map and double around the docks and cores as a bare minimum :thumbup:
The Universal Declaration of Human Rights, Article 1:

All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.

User avatar
Miauz55555
Posts: 678
Joined: Sun 7. Jun 2015, 22:12
Location: Germany

Re: My new map ONS-Sunrise-V1

Postby Miauz55555 » Tue 2. Aug 2016, 22:52

Maybe the CullDistanceVolume will help a bit? But be aware about the loading time.. with that number of SM it could be a really problem and make the things worse than better.

[...]
The calculations of this are all executed on the client as soon as he enters the match, so the server won't take any performance impact by this but clients have a slightly longer loading time (increases linear with the number of StaticMeshes in the Volume).
[...]


It's part of Crushas UltimateMappingTools [A Crocodile's Legacy]
BU-Wiki
A Video from UE4.. they have "implemented" Crushas idea into that.

The main problem with the FPS at the docks is that you can see everything.. and in a flyer you are to high for the most portals to skip the SM.
Image

User avatar
Sedoy
Posts: 35
Joined: Tue 10. Mar 2015, 17:27

Re: My new map ONS-Sunrise-V1

Postby Sedoy » Wed 3. Aug 2016, 21:51

I added the fog to the map and also fixed couple of lags which i didn't notice before

I made two versions with different DistanceFogEnds and CullDistances respectively.

https://www.dropbox.com/s/eskeiu6eciehr ... 3.rar?dl=0
Attachments
Shot00016.jpg
Shot00016.jpg (880.4 KiB) Viewed 712 times
Shot00013.jpg
Shot00013.jpg (488.48 KiB) Viewed 712 times
Shot00012.jpg
Shot00012.jpg (1.07 MiB) Viewed 712 times

User avatar
Sedoy
Posts: 35
Joined: Tue 10. Mar 2015, 17:27

Re: My new map ONS-Sunrise-V1

Postby Sedoy » Thu 11. Aug 2016, 22:18

A new version is ready.
i simplified almost all staticmeshes.
Here a few examples
1.jpg
1.jpg (185.42 KiB) Viewed 678 times
2.jpg
2.jpg (222.93 KiB) Viewed 678 times
3.jpg
3.jpg (162.82 KiB) Viewed 678 times

Also i removed 296 lights and 313 staticmeshes

https://www.dropbox.com/s/ljy71ikb2flak ... 5.rar?dl=0

Replace all files after downloading

User avatar
Cat1981England
Administrator
Posts: 2138
Joined: Mon 23. Aug 2010, 15:35

Re: My new map ONS-Sunrise-V1

Postby Cat1981England » Thu 11. Aug 2016, 23:31

Really good work Sed. The performance is much better and now good enough to get on the server :thumbup:

In the next/final edit it would be great to have a radar map to help players get around.

Now on the server. Feedback welcome.
The Universal Declaration of Human Rights, Article 1:

All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.

User avatar
Sedoy
Posts: 35
Joined: Tue 10. Mar 2015, 17:27

Re: My new map ONS-Sunrise-V1

Postby Sedoy » Thu 11. Aug 2016, 23:47

i am glad to hear that it is finally good enough for the server. About a radar, i don't know actually how to make it. Nodes don't match the radar properly. I tried several different combinations with different textures and different values of CustomRadarRange.

User avatar
Sedoy
Posts: 35
Joined: Tue 10. Mar 2015, 17:27

Re: My new map ONS-Sunrise-V1

Postby Sedoy » Fri 12. Aug 2016, 12:44

Attachments
Shot00000.jpg
Shot00000.jpg (240.57 KiB) Viewed 656 times
Last edited by Sedoy on Fri 12. Aug 2016, 12:51, edited 1 time in total.

User avatar
Miauz55555
Posts: 678
Joined: Sun 7. Jun 2015, 22:12
Location: Germany

Re: My new map ONS-Sunrise-V1

Postby Miauz55555 » Fri 12. Aug 2016, 12:49

You are to fast Sedoy. ;)
I wanted to play with the culldistance volume a bit before I post.. but well here is the post.
Yes it's better and you saved 20 MB. :thumbup: The sice is ok now.

2 holes, or for with the mirrow where you can fly under and behinde the map with a vehicle: Sorry for my late reply.
Attachments
Shot00208.jpg
Shot00208.jpg (125.28 KiB) Viewed 654 times
Shot00209.jpg
Shot00209.jpg (86.01 KiB) Viewed 654 times
Image

User avatar
Sedoy
Posts: 35
Joined: Tue 10. Mar 2015, 17:27

Re: My new map ONS-Sunrise-V1

Postby Sedoy » Mon 9. Jan 2017, 16:08

Hello everyone, i decided to update this map a little. i made a few changes.

https://www.dropbox.com/s/vujn7sg5r9mbp ... 1.rar?dl=0

a small list of what were done:
-Collision at traffic light and lampposts was turned off
-about 10 vehicles were added on the map
-a couple of staticmeshes were changed and they look better now
-locked gates now have such red blinking lights
Attachments
Shot00006.jpg
Shot00006.jpg (921.54 KiB) Viewed 437 times

User avatar
Miauz55555
Posts: 678
Joined: Sun 7. Jun 2015, 22:12
Location: Germany

Re: My new map ONS-Sunrise-V1

Postby Miauz55555 » Mon 9. Jan 2017, 19:09

Version Numbers Sedoy, for everything which you release online.. you're really messing with my struckture. I'm looking at your SM pack. It can't go on a server with the same name and differend content inside.

A few SM are popping inside the view due to the chosen culldistance, I think. You may want to make the cube for the fakebakdrop new.. it is a litle out of place. And maybe select an other skybox texture for the grey fog. The texture from the "water ground" is a shader.. maybe chose a nice skybox with a waterground and set it to a fakebakdrop, too.
Image


Return to “The Creative Corner”



Who is online

Users browsing this forum: No registered users and 1 guest