Friday 27 May 2011

Who ever said one problem led to another?

Been messing around with post processing effects, Specificly boom and depth of field.
It gives things far away a blured effect which really works well with the large rocks outside the map. Gives a nice sence of perspective - i've been learning some of these techniques from the video tutition series on eat3d.com.


I had some crazy shader problem with adding a 3rd terrain material layer. I pulled my hair out most of yesterday until i decided to try the latest udk build (may version). This worked a treat and you can see all 3 blending nicely together below. the grass definatly makes the whole level feel more natural


Also i've removed the default HUD completely using the scripting tools in udk, Its really simple becuase the scripting tools in udk are build visually so that the artists have an easier job scripting things into levels, you don't need any scripting nolage. Basicly what i've done is stated that when the players spawn, Toggle the HUD to hide for a target of all players. removed the default weapon in the world properties at the top of the screen.


Here are the latest additions to the plant life

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