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Mirrors edge (Forums : Level Design : Mirrors edge) Locked
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Jun 1 2013, 12:40pm Anchor

Hi I've started building a custom map for Mirrors Edge using the UTE, I've hit a problem though because when i play the level in the editor Faith only seems to stay alive for 15-30 seconds if you do any sort of movement. I was just wondering if I was missing something or if there is a fix for this.

ShiftedDesign
ShiftedDesign Levels are my thing
Jun 4 2013, 12:36pm Anchor

What happens when she dies?
Are you falling from a certain height? Because if so, there is normally a KillZ which means that the character is killed when they drop below that point on the Z axis.

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SinKing
SinKing bumps me thread
Jun 16 2013, 5:02am Anchor

You might want to check your custom collisions. I've had a problem where two collision meshes on one object intersected and caused them to stretch into infinity. So when my character got stuck in those collisions (which ran all across the whole map), he would instantly die. I think alt-c turns on collisions in the editor. Check if you see anything unusual there.

Also - how do you mod Mirror's Edge? Did they ship an editor with the game? If so, I might get it just to figure out their light and material setups and if it can be recreate with UDK standard lightmapper.

Edited by: SinKing

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Jun 16 2013, 10:44am Anchor
SinKing wrote:Also - how do you mod Mirror's Edge? Did they ship an editor with the game? If so, I might get it just to figure out their light and material setups and if it can be recreate with UDK standard lightmapper.

Someone figured out that the developers left the editor in. IIRC it wasn't fully functional but feel free to snoop around.

Unrealedge.wikia.com's_Edge_Modding_Wiki
and our very own: Moddb.com

Edited by: somonels

SinKing
SinKing bumps me thread
Jun 21 2013, 4:28am Anchor

That is very interesting, thanks for the info! I think I'll finally get the game, since it always interested me and the bonus of having an editor is really enticing. I wonder what EPIC has to say about cases like this, because I think they sell their engine case based, so you don't automatically get to distribut an editor or allow for DLC with the purchase of an Unreal Engine 3 license.

Would you say you found any interesting things in there you cannot find in UDK? For example the cleanliness of ME models is interesting, because I expect them to use pretty large Lightmaps for that. Whenever I make content for UDK it looks a bit dirty because of the lightmap resolution. Only way to change this for me, is to make more separate object with bigger lightmap sizes (which, of course makes the rendering more expensive). I'm really into this now, thanks ^^

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ambershee
ambershee Nimbusfish Rawks
Jun 21 2013, 5:04am Anchor

Mirror's Edge used a different set of middleware for lighting - you'd probably not have the best of times looking at it to try and recreate something similar in UDK.

ShiftedDesign
ShiftedDesign Levels are my thing
Jun 22 2013, 1:23pm Anchor
ambershee wrote:Mirror's Edge used a different set of middleware for lighting - you'd probably not have the best of times looking at it to try and recreate something similar in UDK.

This is correct, Mirrors Edge actually used Autodesk's Beast program to produce all the lighting.

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SinKing
SinKing bumps me thread
Jun 22 2013, 9:02pm Anchor

Yeah I read about it in the meatime. Seems they used image based lighting, as well. That's what annoys me about UDK. You don't get the great lightmapper, you don't get a bunch of other features, yet EPIC makes it look like "made with UDK" is the same like made with Unreal Engine 3. In the end, if your project is serious, you'll probably end up buying UE3 anyway.

Also - Unity can do both, image based lighting and it has the Beast renderer - though not in the same complete version that UDK uses.

Edited by: SinKing

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