My new map ONS-Sunrise-V1

Anything about UT2004 mapping, Uscripting & more
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Cat1981England
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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:
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Miauz55555
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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.
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Sedoy
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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
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Sedoy
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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
2.jpg
3.jpg

Also i removed 296 lights and 313 staticmeshes

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

Replace all files after downloading
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Cat1981England
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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.
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Sedoy
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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.

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Sedoy
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Re: My new map ONS-Sunrise-V1

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

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Last edited by Sedoy on Fri 12. Aug 2016, 12:51, edited 1 time in total.

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Miauz55555
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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.
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Sedoy
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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
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Miauz55555
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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.
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