Videos

New early DM (WIP # 2)

From the last video, WIP # 1 :

1. Mesh out the entire layout.
2. Create a master material for all rocks.
3. Create the various water materials (pond, sea & waterfall).
4. Create a single landscape that cover all 4 floors.
5. Add the main trees.
6. Add ambient sounds and music (music turned off for the recording).

Next video will have more organic assets like grass, bushes, etc. It’s coming along nicely 🙂

New very early DM (WIP # 1)

New level I just started. This is a VERY, VERY early look of it. I know exactly what I want for the final look and feel. The video show only the floors layout and the overall scale. It will have more trees and such later because now it’s too open.

DM-Aly, 2.0 available

This release is all about making the file size of DM-Aly much smaller 🙂

The previous 1.5 version file was 1.22 GB. With my optimizations, I could reduce the file to 701 MB, a 519 MB reduction! Visually there is no change, it look as good AND the file is smaller 😀 New file is on MEGA for those who have access. Let me know if the loading time is a bit faster now because it is for me!

DM-Engine Room, Sector B available!

My final latest level DM-Engine Room, Sector B is now available 😀 It’s a small and fun little duel level 🙂

Creating level is VERY time consuming. I put countless hours, weeks to make each of them and sharing them with the world so for showing your support, like, leave a comment and share it! Let me know how you like it here or in the level page 😉

DM-Grinder, beta 1 available!

For this version, I finally replace all the BSP by static meshes. The big challenge I had was to mesh the Flak and Link areas because they are build in a circular shape and I wanted to keep those shapes. There is no static meshes in my library that could do the job to keep the originals shapes 😦 So I had to assemble meshes to create the shapes and use lots of imagination to make the material fits together! Not a simple task 🙂

B1 is a big improvement overall. Gameplay is now to my liking. Now for the next version, I’ll work on visuals, starting with the lighting 😀

You can share your feedback here, THX in advance 🙂

DM-Grinder, alpha 3 available!

Alpha 3 is now available to those who have access. Alpha 2 video is only there for reference. Briefly :

  • Remove the Grenade Launcher and Lighting Rifle and their ammo.
  • Replace the Lighting Rifle by the Sniper Rifle. Sniper Rifle is at the previous Lighting Rifle location.
  • Move the UDamage at the previous Sniper Rifle location (like in the original level).
  • Move and replace the Vest by the Shield Belt where the UDamage was located.
  • Move few ammo around (still not 100% done) & add a third ammo for all weapons.

I decided I’ll replace the BSP by static meshes.

You can share your feedback here, THX in advance 🙂

Ziplines, a great experience in Tremblant!

This video has nothing to do with Unreal. However, I’m so glad I did this activity this week with my 77-year-old dad! My dad and I went to Mont Tremblant to do a dad-son zip line activity 😀

You can rent GoPro cameras. However, it’s impossible to stay upright if you don’t have both hands behind the anchor system handles. We did our best to stay as stable as possible, but hey… I had fun building this montage from the relevant photos and videos 🙂

I highly recommend this experience with your loved ones. To learn more, visit the official website. The music track I use is “Friends” by Patrick de Arteaga.

DM-Grinder, alpha 1 available!

One of my Unreal Tournament 1999 favorite is DM-Grinder. I converted the original map few times to found the right UT4 scale. The actual scale is 3 times the original!

Alpha 1 is available to those who have access to my maps. This video is my private Alpha 2.

So in this version, it’s the original UT99 geometry and lighting. I did made very minor BSP changes. Still, BSP wise, the map remain 98% original. I did few weapon changes and ammo distribution. I didn’t waste time putting materials on the surfaces and leave the default engine checkerboard material because I don’t know if I’ll keep in BSP state or replace the BSP with Oblevia assets or simply mesh it out like I do habitually with current static meshes.

You can share your feedback here, THX in advance 🙂