For the final project we were set with the task of joining as a team with selected members of the class to produce a playable cut scene game within Epic’s Unreal Tournament 2004. To begin wit we had a team meeting to discuss what was needed to be in the levels and drew up a hand draw map of what we had all envisioned. With this we set ourselves, the task of finding the right type of static meshes in order to save time when it came to producing the map. The next time we had a team meeting we assigned ourselves with a map for each area that had to be produced. I was given the third part where you must escape from the space station.
Now that I had my map to produce I started to think about how I would create the map. To begin with I started with the corridor which I used a static mesh as the roof as it looked like you would find on a space port. Now that I had the roof covered I began searching thou the Shiptech textures to find a suitable wall and floor texture. I then added the door frame and door meshes and edited the doors to make them move by a trigger. I then added a little more flare to the corridor by adding red flashing lights and chevrons. But not forgetting about suitable lighting.
The next area I worked on was the main escape area where all the escape pods were. I found a texture that I could use to represent a door to the escape pod. I then added sutible textures to the other areas and aligned the accordingly. I the added a block static mesh to the center of the room and added computer consoles to each side and cables attached to the block and the roof. I also added four more computers to the back wall where I change the screen layouts to the windows computer crash screen.
The next part is the escape pod which was done by creating a cylinder and a cone to get the shape that I wanted. I then began to texture the escape pod to what I thought was appropriate to the theme I was going for. Once the escape pod was textured I added the static meshes to add detail to the level with the monitors having their on different screens.
The next part was to begin the matinee sequences that were the door to the escape pod opens so you can enter. This was a simple matinee sequence to produce that didn’t take much effort to produce with only fade and triggers to deal with along with the timing. The next sequence was to produce the exit sequence for which the escape pod exits the space port. This was done by creating a two different rooms one for the space port and one for the blown up space port. I then added suitable lighting and made sure the textures were fake backdrop so that the space skybox would work. I then began to create the matinee sequence starting in the port and the going to the space ship to show the escape pod before the space port finally explodes.
As a group I thought we worked well although there were a few minor glitches. I finished my part and as I know Pete finished his but there was a few problems with Myles as I think he took on more the he could with his sections. I think that if he had mentioned he was having problems earlier I think we could have solved the quicker and spent the rest of the time add better detail to the level.
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