View Full Version : UT2k4 Level - ONS-ImportNights

02 February 2004, 09:34 AM
Just finished a map and getting started on the next... cause its fun (Plus I'm in production mode and don't want to stop and be lazy again). Working on the 4 new cars for the level, so there will be 10 total for players to tear up the road with.

I'll post up a level layout drawing when I get one I like and decide to use. For now here is one of the cars so far:

Maxda RX7

Modeling time - 6 Hours (approximate)
2958 Polys (Body: 1594, Wheels: 241 ea.)

02 February 2004, 10:18 AM
Oh man, the demo freaken rules, onslaught is sweet as; looking forward to your map dude...

02 February 2004, 11:38 AM
Honda S2000

2752 Polys (Body: 1652, Wheels: 275 ea.)

02 February 2004, 01:49 PM
Toyota Supra

2978 Polys (Body: 1810, Wheels: 292 ea.)

Level Design wise I have many pages of doodles and ideas... Gonna start managing them and refining them into a solid layout in a few days.

02 February 2004, 03:02 PM
ut2oo4 has been released ? in germany it release i think in march

02 February 2004, 09:07 PM
Those looks like the most wellspent 3000 polys I have seen in a long time! Very good. Texturing coming up soon? :)

02 February 2004, 11:43 PM
Originally posted by bioŽo4
ut2oo4 has been released ? in germany it release i think in march

No but it may go gold before neo gets a map drawing done :P They said last night on screensavers that its ahead of schedule and may go gold before the end of the month (first week of march release). It was slated for march 16 here (same day as BF:V) so i hope its earlier myself :)

Nice cars btw (as usualll) you gonna add guns :P

02 February 2004, 11:49 AM
Probably will go gold before I finish the map drawing...

I've taken on a little weekend project of making a How to model a car tutorial. ( If anyone wants to see how I make a car check it out. I'll be adding to it constantly for the next few days.

02 February 2004, 05:13 PM
Great tut Neo, and awesome cars.

This would make for a fun total conversion. you could have rivial gangs Fighting in a DOM, ONS, or CTF. CTF would be really cool if instead of a flag, we could fight over some loot.

I am looking foward to seeing more of this level, and more Tuts.

02 February 2004, 05:30 PM
Yo man... those Reds took our stash... gotta go busta cap in their _ _ _ and get our _ _ _ _ back! ... lol

That would be fun...

Modify ONS so you are controlling key parts of the city... and then to win you take over the other gang's home base. Stuff like that.

The Yugo Tutorial should be done tonight. I'm not gonna go over Mapping in it.

02 February 2004, 07:22 PM

2034 Polys (Body: 1074, Wheels: 240 ea.)

02 February 2004, 01:51 AM
Yeah i cant wait to see what kind of mods ut2k4 brings :)

Nice cars ill check that tut.


Interesting how you did that heh, im making a jeep for ut2k4 atm (ill try to post pics soon) and i took a totally diffretn approach :O (no refrence to start off hehe).

03 March 2004, 09:09 AM
amazing man.

Been a silent fan of yours since the beginning of the Docks thread, really lookin forward to watching the progression of this!

if ya ever are looking for a mod to help out with, give me a heads up;)

keep up the good work!

03 March 2004, 09:14 AM
amazing work.

been a silent fan of yours since the beginning of the Docks thread, really looking forward to see the progression of this!

Just thought i'd jump in and give a little support. If you ever lookin for a mod to help out, give me a heads up;)

03 March 2004, 02:08 PM
Subaru WRX

3192 Polys (Body: 1896, Wheels: 324 ea.)

03 March 2004, 10:06 AM
Chevy Astro

1986 Polys (Body: 994, Wheels: 248 ea.)

Probably make this be able to hold 6 people, so it would be good for making assults on power nodes.

03 March 2004, 05:39 PM
You've got an awful lot of wasted poly on that van that could be transplanted to where it's needed, like the wheel area.

03 March 2004, 11:21 PM
All of your cars look great.

And thanks for the tut. Don't know if you did it partly because of my PM, but ,either way, things worked out for me. ;)

03 March 2004, 09:41 PM
Got a car working (drivable):

Just need to make performance tweaks and then I'll be releasing a test map later... Would anyone be interested in a tutorial?

03 March 2004, 09:47 PM
a tutorial would be very nice. Good job on the models sofar, i can see some spots where polys can be cut, but nothing biggie

03 March 2004, 11:39 PM
Simple Test Map (2.8MB) (

Skyline is drivable... still some kinks in the code though. Make sure you type "Kill bots" in the console when you boot up the level.

You must have UT2004 to play the test map.

03 March 2004, 11:42 PM
Lol it was fun but the physics need some work. The car had fun side impacts but hitting things head on made the car come to an unnatural stop. Still, glad to see that you got it working!

03 March 2004, 01:11 AM
I noticed the head-on stop thing... Although I'm not sure how to fix it. As long as it doesn't destroy the fun factor it can slide...

Been tweaking the skyline (I'll be forever tweaking these cars... lol) and got the porsche drivable. Also added team color skins to the cars.

03 March 2004, 02:20 AM
Ohh cool :)

Working on getting my first vehicle done and in game hehe, too bad i suck at skinning :(

Ill give this a whirl :)

03 March 2004, 11:14 PM
Test Map Version 2 (3.86MB) (

Larger driving area, better code, etc etc....

Only 2 major bugs that I dunno how to fix:
1. If you ram something head on at full speed you just come to a stop without taking any damage or bouncing back.
2. If the car flips on its side/upside down you can't always flip it right side up and it slides around on its side.

Only the skyline is in the test map... but here is a shot of all the cars that I have working so far:

03 March 2004, 01:43 AM
The flipping thing...Couldnt that just be the space you have the cars in? The car tries to upright itself and comes in contact with an obstacle so it moves horizontal to find an open spot to land? I dont know just a theory, it might not have anything to do wiht your cars but maybe the small space they are in. Did you try it in a larger volume?

03 March 2004, 02:12 AM
I fixed the flipping problem... forgot to update my post on here... lol. I just increased the size of the collision box around the car.

I did upldate the testmap with the newest code though.

03 March 2004, 03:49 PM
Completed cars:
- Skyline
- Porsche 911
- Lancer
- 350z

I updated the skyline test map with the final version of the skyline code (Same url as the last one). Major changes are the destroyed car stuff (destroyed mesh, moved the smoke emitter to under the hood, etc).

I'll be laying low for a while while I finish up all the cars (planning to finish the cars by March 31)

03 March 2004, 09:55 PM
Cool :)

03 March 2004, 08:33 PM
Looking very nice!

Are you also going to work on nice engine sounds?

03 March 2004, 11:49 PM
I want to make/capture new engine and horn sounds... but I lack good equipment. The closest art institute is about 4 hours away (Since I'm an allumni... I can use/borrow equipment from any art institute).

Completed Cars:
- Prelude

Working on the RX7 right now. Supra, WRX, and S2000 are the last few cars I'll be bringing in game. (van and yugo are on hold for the time being).

04 April 2004, 03:59 PM
Rest of the cars:

Some just need to be tweaked a little more and then they're all done. Should have them finished later tonight, so I can start planning out the level next.

05 May 2004, 02:52 AM
I've left this project on the backburner for a little while, but now I'm going to get this level rolling. The target completetion date August 20th (Make Something Unreal Contest Phase 4 deadline). I've been drawing up a few plans and areas where the bases/ons points will be. A bit concerned about how large the level will be and the framerates. Got lots of stuff to figure out how to do, but the the goal for now is to get most of the level built by the end of the month (not textured, but most of the models.)

Here is some mesh I've been working on. A highway overpass with 2 lanes in each direction:

got lots of things to make... too many things... but it'll be fun.

05 May 2004, 03:14 AM
That looks nice. question though, will the side guardrails be firm or can they be knocked down? It would be cool if they were moveable so one could jump from the upper levels. Just an idea.

05 May 2004, 03:30 AM
They'll be firm since karma objects (stuff you can hit, shoot, etc) don't work online and they take a lot of CPU power. Although I can add something that to be used as a ramp to jump it.

I'll be working on the highway ramps next... then a bridge, tunnel, etc etc. Other main areas include a park, parking garage, Hotel/Skyscraper (only the first floor), subway station, and a new night club.

05 May 2004, 10:53 AM
NeoNautica: I'm not sure how it works in UnrealED, but you can make a triggered event and an invisible button so when a vehicle goes over an area 'close' to the railings, they'd break off. It wouldn't be real physics, but it would look just as well. (Especially if you animated it with some sort of simulation package, like Reactor.)

05 May 2004, 08:53 PM
didn't realize that karma objects don't work online. that sucks.

I trust your design skills enough that you wont do this, but just don't let the stuff look like ramps. Maybe something like a broken down truck with a travel trailer.

I have another question, anyone can answer this, just thought that you would know. But does UT2004 use bump maps, and what other maps does it use?

05 May 2004, 10:06 PM
no bump maps, normal maps, or such... the Unreal 3 Engine will use stuff like that though.

More concerned about getting all the stuff made before I worry about the animated objects and scripted objects. But there will be plenty of things to get some air off from.

05 May 2004, 02:20 AM
Originally posted by NeoNautica
no bump maps, normal maps, or such... the Unreal 3 Engine will use stuff like that though.

okay, thanks. just asking because I am looking for a new engine to play arround with. I'll probably get this anyways, and maybe FarCry.

05 May 2004, 05:35 AM
This thing is massive...

Still needs more signs and traffic lights plus some other stuff.

05 May 2004, 10:27 PM
This needs to be optimized a bit, but it looks pretty:

05 May 2004, 02:15 PM
been reading through your posts, and this level looks amazing!. Its going to be great to drive cars instead of tanks to the different node points. Looks like you've definately got the ins for the "original level" category, can't wait to try out the tests, when i get home :D

05 May 2004, 01:17 AM
Good stuff...

05 May 2004, 04:06 AM
Been working on side streets and tunnel. Made Karma/Collision for all the road parts that are completed so far (needed karma so I could drive on them). Rebuilt the roads that are done inside unrealEd. Going to make another bridge so there are 3 ways to get across the river.

Progress Pic:

It is possible to get to the top of the Suspension bridge by running/jumping up the cable, but it took me a few tries. Good place to put a deemer or something.

05 May 2004, 01:47 PM
Hey man, that bridge is looking real nice, in fact, everything is looking great so far, keep us updated!

05 May 2004, 08:41 PM
O_O...............totally stunning level there, i mean truely amazing!, great work!!!

05 May 2004, 11:58 AM
that level is amazing....
and i love that yugo man...i've done one myself
yugo (

05 May 2004, 07:21 AM
How is the level stunning or amazing when it doesn't even have textures... or the other 87% of static mesh... lol

The other bridge:

Still needs some tweaks, but its pretty much done. Got to make/fix a few more pieces of road/tunnels and then I might release a road test version of the map.

05 May 2004, 10:09 AM

05 May 2004, 01:23 PM
cant wait to race around in this... keep it up, yo.

05 May 2004, 01:42 PM
I don't want to sound mean or anything, but compared to the totally amazing static meshes the cars look a bit weak and lower quality, you could do much more! :D

05 May 2004, 08:57 AM
Nice Cars.

The Statics are looking good - but only as long as they are rendered with GI in 3dmax. Sorry, but ingame they're looking terrible, caused by vertex lighting.
You have some possibilities. On the one side you can work with more BSP - e.g. you can make the street itself with bsp, then it will look much more better, because of lightmaps.
On the other hand you can prerender lightmaps in 3dsmax. You don't have to bake them into the textur, you can add them in the staticmesh-properties under display->lightmaps (?). Or you can create an combiner, where you can add the lightmap to the texture.

Hopefully you won't waste the gameplay, pretty meshes and bad gameplay don't fit together ^^

05 May 2004, 03:40 PM
in-game they have a default concrete texture (some pieces don't even have a UVW applied to them at all) and I haven't lit them properly yet... so don't jump to conculsions there yet... lol

I've pretty much got all the road pieces I need, just need to tweak a few so the cars run better on them. Will probably start making textures for the roads tonight/tomorrow.

05 May 2004, 03:17 AM
i have to agree about the comments on your cars.

they look pretty in the renders, but not so in-game.

06 June 2004, 12:15 AM
I got hired by Vicious Cycle, so it will take me longer to finish the map.

I uploaded a early alpha version of the map so I could submit the cars into the MSU contest. Dunno fi they'll place, but its worth a shot:

Started texturing the road pieces and I've been taking care of collision issues. View the read me for more info. Must have UT2004 to run the alpha.

CGTalk Moderation
01 January 2006, 02:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.