Post news Report RSS Reason this project has slowed down

The most basic reason is thanks to the way UE2 does lighting on Static Meshes and sadly using the UV2Texture method is impossible due to The lightmap mesh and main map mesh being different.

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Hello, I just wanted to update everyone that this project hasn't really stopped completely but the main reason it's slowed down is because I'm basically doing this alone, this isn't so much a bad thing but I've recently run into a issue that pretty much requires a mapper this is due to the fact that in order to port the maps 1/1 I use a static mesh for the level but sadly this comes with very bad lighting issues (Bleeding, poor rendering).

I've done by best to fix this issue and my last hope was the use of UV2Texture to port the Halo lightmaps unfortunatly this failed because for some reason the lightmap mesh and the main map mesh are different so it doesn't allow me to copy UVW maps and any method I found that worked with the UVW ended up with the UVWs not matching.

Other than those hurdles I've been working on the assets and code off and on over the past few months. I've got some pretty interesting stuff worked up but otherwise until the map issue is fixed there most likely won't be a public beta but a closed alpha is definatly on it's way.

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Khatgami
Khatgami

Good to know you're still working on this. ;3

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Ronnie42
Ronnie42

It's nice to see this still going but wouldn't it be easier to port to UE4 or Unity?. Not sure if this will work but I've had strange issues before. You could try exporting it out then re-importing it as new blend file then use the new file to export out again due to weird glitch's. Had similar problem before when using Blender but not sure if using Max/Maya but done similar things in past that have fixed issues for me.

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ForrestMarkX Author
ForrestMarkX

I've looked into UE3 and UE4, they are great engines but sadly in order for this project to even be able to put on them I'd need a full team because both are barebones and require me to basically code everything from scratch.

Both UE3 and UE4 still have the same lighting issues that UE2 does on static meshes sadly

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Ronnie42
Ronnie42

I get where you're coming from but maybe Blueprints with UE4 might be easier for you,I'm mostly working on solo projects myself, well UE4 seems more friendly to work on than most.

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ForrestMarkX Author
ForrestMarkX

I've checked that aswell but the same still applies the only reason I'm able to do this project alone for the most part on UE2 is because everything is already there.

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