So this is a small, urban environment, so unfortunately there's no terrain deformation. There is terrain, but it's flat. I didn't see much point in using it for this environment, except maybe for aesthetics but I figured that could wait for later. Maybe I'll throw in piles of sand in the corners or something.
Now movers. I got plenty of those! Realistically, I didn't think there was much call for it if I could use crates and jump panels. Stylistically, on the other hand, I could always have magic carpets. I guess that'll be another texture I'll need to get.
Here's one at ground level. I think it might be possible to have the player chase the thief out the door on the right and onto the roof of the building on the left without breaking the flow too badly.
Maybe I should make it go higher. Jumping from the awning onto the roof might be something of a stumbling block...
I had to lower the roof of the truck to make it more accessible. With a good head of steam, you could probably leap from the roof onto the carpet! ...Or overtake the truck and fall behind it.
Accidentally fell off the roof trying to make this shot. Goes up pretty high, doesn't it? I was thinking I could also have it fly about the level in increasingly less useful ways, although that might make it something of a pain as you wait for it to get back to the start point. Maybe if I can make it reset...
Thought I'd give you a view from atop the carpet this time. ...Hey, what's that on the building to the left?
Oh! It's a door! This one's meant as more of a secret area. Maybe I should put it a little more off the beaten path.
What the...? It's almost like it's got a hinge or something! I bet it didn't take you guys as long as I did to figure out how to do that. I asked how on the UDK forums, but was ignored. Maybe they thought it was obvious, or nobody of use actually read the post. Apparently, if you left-click on the InterpActor, you can go to "Pivot" and select "Pivot Here." (I prefer the one with the snapping option) Not quite as easy as the BSPs, especially when you also need to keep the key frame selected.
The same door from inside the room. ...I'll have to put some lights in sometime...
Huh? What's this? A big door on the main building's second level?
Double doors, beeyotch! I don't know how many of you guys figured this one out, but I'm rather proud of myself. It took some trial and error, especially since I did this one before the single door.
Again, from the inside. I wonder if it isn't too bright in here.
There's just this room with a carpet on the other side, though...
I'm a little concerned this climb might a tad disorienting. I already had to widen the shaft a little bit, but maybe I should just hollow out the entire dome...
The view from the top's not to spectacular. I had to jump to make this shot. The windows are just high enough that you can't jump over the sills. I'm thinking of putting a small sky sphere around this with skyline texture so I don't have to actually build it myself.
Now that I'm done with this, I can get to work on the textures!
Also, here's some video of my project thus far:
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