The focus on this level has been neglected this week for other assignments. However I have been investigating problematic areas and studying tutorials of level design. These tutorials have demonstrated cheap and easy ways to separate noticeable tiling textures using alphas along the surface. Problems that still persist are my God Rays. I still do not understand why they do not work. The editor preview of the level displays but in game hides them. I posted a few posts of forums, had a few answers back on UDK’s official Forums and hadn’t received a reply that could fix the problem. Feedback received was stuff I have already tried like toggling with the global illumination, and world info.
After a few pieces of feedback it has come to my attention to edit the layout of my level. Try and change the level from a box to something more interesting a dynamic. I had already noted this earlier on and started creating new meshes that act as rooms. This hides more of the main walls surface and gives the illusion of other areas. But this doesn’t fix the illusion of square room. After looking deeply into unreal’s level I have noticed a good use of BSP’s is for areas such as my own level. For hallways, large box type areas. If I am to reedit my environment mesh I will do so by recreating it all with BSP for more control and quicker results.
As the holiday is approaching I really want to now start editing all my textures and models. My plan from the start was not to spend too much time in creating props and textures for the alpha presentation. Now I have gained that time I have the ability to edit, improve and just really experiment with design. Some Zbrush sculpturing would be nice in some models like my pillars. I would like to have a few slashes from dinosaur claws etc.
These last few weeks the level has started to be neglected towards other assignments but I have made the time to do so. Still 100% confident in finishing this level to all my potential.