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Friday, January 22, 2010

Jordon's Post #8

We are really getting down to brass tacks with our project. We are at the stage where we have begun to pool all of our assets and bring them into the level. The level is starting to look more and more like we envisioned it every day.
Our goals have changed slightly in that we have decided to trim the fat. By that I mean that we will be cutting out some of our less valuable assets in order to focus on lighting and effects.
No real problems have occurred other than my models not exporting correctly. This happened because I put a PNGs on my models at first in order to test them when you really just need to put on a TGA. If Unreal notices the slightest hint of a PNG it won't work. I will have to go back and retexture my models.
Lionell is doing a great job of bringing in his wall textures and placing them in key positions in order to make our level look more like a cave. We also took out our jumping challenge and replaced it with a vine climbing obstacle instead. This is way easier for the player to navigate in a shooter style game. What is not working is my assets as I mentioned before. I will have to retexture them.
As I stated earlier, our group spent a lot of time this week working on the jumping challenge. We ended up getting rid of it and choosing to add a ladder volume to get up the wall instead. We also spent a lot of time making sure that vines and rocks where placed in the right spots along the walls.
I think our whole team is doing a great job with the exception of myself. I really screwed up with the textures on my models and that has set us back by a bit. I will have to come in on Monday and work on them until I am sure that they work. Lionell is doing the best out of all of us. His wall meshes look great, as do his vines. Hopefully I can get my models done so that I am pulling my own weight again.

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