Forums for Mirror's Edge - The Game
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Look at that :
_____LAST_PREVIEW_UPGRADE_____SUNDAY_28/02_2:40_PM_(Paris_Time_Zone)_____
### Full View ###
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### Detailed View ###
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### Street/Roof View ###
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Imagine all what you will be able to do, imagine !!!
Imagine the playground I'll create all over the buildings
!!! It will be great !!
(EDIT : I added the lil blue fog from Edge_p, my map looks more like the real "ME style" with it I think.)
Last edited by The_XXI (2010-03-02 08:50:42)
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It will be definetly great. Please make it possible to get down to the streets.

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For sure
!
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Greate start! really greate
i believe in you!
and.. observe progress
good luck
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but,but...it will be possible to run across the streets? ; o. And wallrun, jump, climb on every enviroment? Cool!

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I tested the streets, and unfortunatly, the pieces of street that are made for the levels aren't fully touchable/playable (I think they have been made mostly for the eyes)... I could rearrange them by putting pieces with "collisions" but it would takes me a daaaaaaaaaaaaaaaaaaaaamn looooooooooooooooong time...
So I think that this first part of the city will only be a "in the air" playground. Then after I will make another part, piece by piece, wich will be totally touchable/playable. With real pieces of ground !
PS : Actually most of the roads are touchable but the stairs for example, aren't fully touchable, as well as the flowerbeds and some bottom's building.
Last edited by The_XXI (2010-02-27 02:16:33)
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Some static meshes don't have "collision model". Sad, but we can understand the developers point of view, Faith wasn't supposed to go to the ground for many levels -> you save building time.
You can't, as you probably know, create collision model for these static meshes -> You have to save your work and it's not possible to change the original package.
But I suggest you to use blocking volumes to fake that, and save them as static meshes under a new package -> Then you can share this package with other modders!
Please continue you level, by the way, it's simply great!
Teto.
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Yep for the blocking volume. I will need to cover some rooftops with this.
...For the pieces of "precreated" roads which don't have collisions, I will have to put one by one the small "collision models" to recreate the road network. It will be hard, but I understand that players want to have great freedom
!
...There is one thing that I don't really understand with my map :
The f*cking shadows ! When I build the map nothing happens with the objects, there is only the buildings shadows that come out !
Do you know something about shadows of objects ? (I tested the lighting properties but I found nothing.)
Last edited by The_XXI (2010-02-27 04:39:06)
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Is it possible that they cast shadows, but since the shadow resolution of the affected meshes (on which the shadows are casted) is so small you can't actually see it?

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I really don't know, I touched a map for the first time tuesday ^^ ! I don't understand much in mapping... But I don't think it's this thing of too small shadow resolution, I tested with "max 1024".
I searched everywhere for a solution, I didn't find any tuto which explained how to do what I wanna do, put shadows.
I surely missed something, dunno.
Hey you know what, if you have time to see what I did with my map : http://www.megaupload.com/?d=M39H1IY1 !
...Also, I don't understand why I have bad graphics when I play on my map, that's pretty weird, for me anyway.
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When I play in-editor, the graphics are great, totally different that the picture I put in my last message.
From where do you think the problem comes ?
_________
EDIT :
In editor :
Last edited by The_XXI (2010-02-27 07:11:53)
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Ah... I see!
The graphics in the editor are better than in the game itself!
Put the graphics ingame on higher shizzle, and it should be much better, but might become laggy due to a crappy graphics card.
The setting in the editor are stuck on medium without anti-aliasing, as far as I know.

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About bad graphix:
bForceMipStreaming must be set on the static meshes. it's under staticmesh/rendering in the properties window. After that the quality will look as set in the game.
About shadows:
There is a flag next to where you set the shadow (or is it lighmap?) resolution on the mesh, something with the word 'override' in it. i'm not sure if it must be ticked or unticked, but you should give that a try.
Last edited by taplonaplo (2010-02-27 08:16:34)

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taplonaplo wrote:
About shadows:
There is a flag next to where you set the shadow (or is it lighmap?) resolution on the mesh, something with the word 'override' in it. i'm not sure if it must be ticked or unticked, but you should give that a try.
It must be ticked, only then the OverriddenLightmapResolution takes effect.
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Berthenk : It doesn't comes from a card or configuration problem, I'm prertty sure of it...
Intel i7 in Quad with 2.66 Ghz, 2 Go video on a HD 4870, and 6 Go of RAM ^^ ! Are you always sure on what you said ^^ ?!
Taplonaplo : I will look like a noob but, wow, I'm lost ^^ ! I found many stuff in the properties ect, but, I don't understand how I can apply something to the full level, and not only on some or one object.
I'm reading "Learning Unreal Engine 3", a usefull tuto, but I don't even see some of the stuff I have to see, I mean, they talk about options I don't even find !
Am I a damn noob ?
Can someone help me with this ^^ ?
...I don't know what to search, I don't know what to select...
Do you see how am I lost ^^ ?
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First of all don't call yourself a noob. This will be propably the first custom map that looks so similiar to the original Mirror's Edge maps!
Sorry i can't help you...im a horse...

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Np
!
I'm very happy to read that : "This will be propably the first custom map that looks so similiar to the original Mirror's Edge maps!" thx
!
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Nah, I'm not always sure ![]()
You mean a 4870 in crossfire, or just one 4870? Even when not in crossfire, it's still pretty good.
Also, since we're using a somewhat different version of the editor than the makers of the tutorials made, it's possible that you can't find the same options. They're probably called something else, or don't exist anyway.

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Yep !
Raah, I'm so sad of being lost, well it's not too late, I maybe will be able to make my map perfect one day ! Dunno.
I have to search solutions to my problem, cause this map, without good texturing and good shadows, will be somehow a bit tasteless/fade etc.
EDIT :
I have only one card. For now. ...Cause this year, BAM ! Two Nvidia GTX 295 (or higher if there will be one new) !
Last edited by The_XXI (2010-02-27 12:24:30)
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I'm glad you brought up these two issues.. I was having the exact same problems.
The_XXI wrote:
I have to search solutions to my problem, cause this map, without good texturing and good shadows, will be somehow a bit tasteless/fade etc.
!
Yeah.. StaticMeshActor/StaticMeshComponent/Rendering/bForceMipStreaming <--- make sure that's checked.
Now, shadows are still an issue for me.. bOverriddeLightMapResolution (StaticMeshActor/StaticMeshComponent/StaticMeshComponen/bOverriddeLightMapResolution) is checked by default and under it there's the "OverriddenLightMapResolution" that requires a number value.. setting it to "1" doesn't do anything... I'm assuming there's a corresponding setting that needs to be ticked in the light's properties?
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Ok, I deleted my old post because I was all wrong. I tried things and now it's all clear. And @snow is right.
So The_XXI,
no, it's not because of your card.
For all static meshes, DynamicSMActor, KActor, InterpActor and maybe DecalActor, you must:
- Check the property "bForceMipStreaming" -> Tab StaticMesh -> Rendering
- Eventually change property DetailMode to High (few properties below). But that takes resources.
That's all you need, but something funny:
When you change these properties in one static mesh (a car for example), you don't have to change the other cars in your level. But if you put a van, you must change it also. That's true for all type of meshes.
For me it's a bug of the engine.
PM me if you want explanations in your tongue, I'm French too.
Teto.
About shadows, no idea. I didn't check that yet. Anyway, shadowing in Unreal Engine is painful, you waste time to have good shadows.
Last edited by Teto (2010-02-27 13:49:13)
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Teto wrote:
For all static meshes, DynamicSMActor, KActor, InterpActor and maybe DecalActor, you must:
- Check the property "bForceMipStreaming" -> Tab StaticMesh -> Rendering
- Eventually change property DetailMode to High (few properties below). But that takes resources.
I don't think you need to set it on high, it seemed to me that the quality depends solely on your ingame options.
About shadows:
On static meshes you need to set the OverridenLightmapResolution to a bigger number if you want better shadows, preferably a power of 2. Just check the difference between 32 and 256 on a bigger surface like the rooftop to see the difference.
On BSP surfaces the lightmap setting must be set to a lower numbre to achieve better results.

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OMG. This map looks more and more great. I think its a great idea to make such a huge map.

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