Scale
-
Hey guys, I’ve been using UDK for a while now and I’m about to begin my final uni year studying games art. I’ve got a number of ideas for for final year projects, one of them is creating a polished and playable Chivalry MW map.
Just pondering the details (if they’re available) player/character scale, asset and shader guidelines etc?
Anything else I need to know?
Good luck with the launch!
hutch
edit to add: this is just a maybe at the moment, there’s a possibility I’ll work on a more performance intensive scene, depends on the limitations for the environment on account of 32 character meshes running around it.
-
Is this information not freely available? Or is it so painfully obvious and I’ve missed it or something?? :jconf:
-
No, it’s just that this board doesn’t get really that many views, unfortunately.
-
No, it’s just that this board doesn’t get really that many views, unfortunately.
This. I would have replied, but I have no clue. Maybe a private message to Tibbs to get his attention would work.
-
The development team has a massive deadline this weekend (beta goes live then), so I wouldn’t expect them to be very active on the forums right now. Usually they’re quite active though and they often respond in person to questions from forum users.
-
Ah cheers fellas… I’m new here, haha!
Alrightey I’ll probably wait until the beta is in full swing before I bug them about this mundane stuff.
Cheers!
-
Chivalry characters are 1.5x the size of UT3 characters.
-
Ah thanks very much! I don’t want to accidentally build a map for the gnomes , “the pillage of gnome town” has quite a sadistic ring to it!