jefejefejefe • PM |
Oct 29, 2013 5:31 PM
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Jefe
![]() Posts: 420 |
Decided to port one of my MKWii Levels to UT ![]() Still a work-in-progress. For comparison the MKWii version: EDIT: Video I took last night online: http://www.youtube.com/watch?v=J2b-BuAiF_g (Gametracker doesn't like this link ![]()
Last edited by: jefejefejefe Mar 18, 2015 11:12 AM
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jefejefejefe • PM |
Oct 30, 2013 1:36 PM
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Jefe
![]() Posts: 420 |
As a test, I tried importing one of the stock MKWii tracks.
Some of the texture mapping is off, but that's fixable. MKWii tracks have almost no detail beyond the drivable areas so buildings don't have backsides, many objects are 2d, etc., so the model would need a lot of editing to make it playable. Even then, the mesh is pretty complex so it would be best to break it apart into groups. ![]() So I won't necessarily complete this particular level, as it was just a test. But I will be importing some things, perhaps one of my other MKWii custom tracks. ![]()
Last edited by: jefejefejefe Oct 30, 2013 1:44 PM
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hollon • PM |
Oct 30, 2013 6:14 PM
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Hollon
![]() Posts: 346 |
You should turn it into a better scorpion-race for BattleRooms
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jefejefejefe • PM |
Oct 31, 2013 3:29 PM
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Jefe
![]() Posts: 420 |
I thought about that too. UT lacks "off road" settings to slow down vehicles so there's no reason to stay on the road and stay off of shortcuts. This is why the scorpion race map is designed like a maze. There are some workarounds to this, like ion cannon volumes, but none I can think of that work really well aside from blocking off short cuts.
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hollon • PM |
Oct 31, 2013 11:25 PM
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Hollon
![]() Posts: 346 |
Maybe a change in gravity field? Like in Morpheus or Phobos. Not exactly sure how gravity makes racing effective though. Otherwise, a block in shortcuts would probably suffice.
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