The UT2k4 SGC Project (Alpha Stage)
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My Numbering System:
Each addition is designated an increment in the version number. Each (small) modification is designated a letter following the number.

December 15
I am currently working on creating a realistic map (level) of the SGC facility using the Unreal Tournament 2004 engine, and its UnrealEd map creation package. I am planning to make the well known "level 28" first, which includes the Stargate embarkation room, several halls, control room, conference room (level 27), and several other smaller rooms. I am planning to expand to different levels once done. I was planning on using my "new" laptop for this project, but the hard drive is not large enough for the install. I will be using the "Gaming Machine" instead. More information to come...


December 16
Catalogued numerous photos which will be used to reconstruct the floor plan. There is no official floor plan!


December 17
Began constructing the floor plan using images. Although the SGC is not a place outside of TV, there is a commonly used concept. The set is reused for different levels.


December 19
Tested several ideas using UnrealEd. Reviewing tutorials and browsing the built-in maps to see what is possible.


December 20
Attempted to start "Version1" which should have been the gate room. Learned a couple "features" of UnrealEd that cause it to crash. Today is done.


December 21
Built Version1 through Version3. Having some troubles with joining a second room (the hall) onto the main room. It seems that portals will be required to prevent the "hall of mirrors" effect.


December 22
Built Version4 through Version66. fwew!


December 23
Built Version67 through Version103. Added glass and other features. Worked on correcting the scale.


December 24
Built Version67 through Version140. Tweaking the halls and added a new stripe texture, testing it to get the right effect.


December 27
Built Version141 through Version152. These versions were all tweaks of the spiral staircase that leads from the control room past the conference room. Also attempted to create a straight staircase with no success.


December 28
Built Version153 through Version183C. These versions included several structural changes, and the beginning of constructing the pipes found in the halls.


December 29
Tested two different methods of warping for use with the gate. The first included a warp where you would be able to see through the "water" to the other side. This seemed like a good idea at first, after all, I could just add water in the middle so that the other side was not visible. After testing all afternoon... this is not a good idea at all. I am going to use normal warping as found in the game, lining them up in a row of three (or more) so that if you enter the "water" on the right side, you exit the correct side. Also worked more on the hall pipes.


December 30
Built Version184 through 196. This was mostly made up of pipe construction and testing over and over. The pipes look great! This map is in need of some textures, which I plan to add along with correct lighting later on.


December 31
Built Version197 through 212d. These versions were mostly rebuilding the round halls. After looking and working with these halls, I decided that they were too large, and built incorrectly.


January 1
Built Version213 through 217b. Deleted the old round halls and installed the new ones. Testing showed better visual appearance, and not a single HOM problem. Re-introduced pipes, better preformance than previous hall setup.


January 2
Built Version218 through 224. Adjusted pipes to fit new round halls. starting working on improving the square halls.


January 3
Built and tested a gate with 9 chevrons, 39 sided inner cylinder. Created a metal walkway/stairs texture and began building straight stairways and rails.


January 4
Continued testing the metal steps. adjusting the texture, the step spacing, the rails, etc.


January 5
Built Version225 through 225d. Made several small improvements and began creating fuse boxes, lockers, outlets etc. in the gate room.


January 6
Built Version225e through 228. Installed straight staircase and began testing final testing of scale. I determined that my scale would have to be 120% of the actual size because there are problems with objects such as doorways causing clipping.


January 7
Build Version229 through 229C. Began upgrading the halls next to the elevator. Separated the room to another map to increase build speed. Began making textures for use on the floors of the map.


January 8
Created two panel covers, both high voltage related. Finished upgrading the hall and installed it into the rest of the level.


January 9
Built Version230 through 237h. Installed the elevator upgrade with textures into the level. Worked on several other textures. Complete the hallways behind the elevator based on new information collected.


January 10
Built Version238 through 238b. Created several textures such as the "Warning" and "Caution" stickers on several of the panels. Move the elevator slightly to make the level more realistic; still need to shift the elevator, hall, and control room slightly. Continued working on halls behind elevator.


January 11
Focused on finishing the gate, the ramp, and a lot of the equipment hooked up to the gate. Worked on a starmap.


January 12
Focused on making the gate look perfect. Created a water effect with sound and warp. Began considering ways to actually teleport.


January 13
Began testing emitters for use with the warping effect. Finished building a prototype gate warping effect using several effects combined.


January 14
Worked on adding structure to the gate. Considered using warping rather than teleportation again and came to the same conclusion.


January 15
Not much progress today. I added the rail joints at the gate and made several other small changes. Added functionality to the ladders.


January 16
Made numberous upgrades to the Gate and structure surrounding the gate including modifing the size of the gate, the chevrons, almost all textures having to do with the gate, and the ramp.


January 17
Built Version239 through 241. Made texture changes to halls. Added the gate and accessories to the map, checking for HOM problems and solved all. Apparently portals cannot be placed near each other. Created new textures having to do with hall lines.


January 18
Built Version242 through 243. Finished star map in photoshop.


January 20
Built Version244 through 248b. Made numerous minor changes to the scale of the control room. Added star map to map.


January 21
Built Version249 through 249b. Tested another method of creating a shimmering water effect without success. Created a dry ice effect but I am not yet able to view the effect outside UnrealEd. Added additional railing in the control room.


January 22
Built Version250 through 256b. Made several improvements to round halls, control room, and level 27. Fixed all problems having to do with HOM effect at end of map by partitioning office from halls. Added more long desk and rails to control room. Worked on ceiling of conference room, adding pillars and the untextured lights. Created more textures for the hall floors.


January 23
Built Version256c through 257. Began textures of lights in conference room. Made a small change to the round hall floor texture.


January 24
Built Version258 through 259. Continued working on the scale of the conference room.


January 25
Built Version260 through 261. Began building and testing lights for the halls.


January 26
Built Version262 through 262c. Built a table, a cabnet, and lights for office. Adjusted several of the pillars.


January 27
Built Version263 through 264b. Continued tweeking the halls. Created the knob doors and small blast doors.


January 28
Built Version265 through 267. Continued tweeking working on doors, making them into static meshes and movers.


January 29
Built Version267d through 268e. Finished building three small blast doors, large blast door with textures and movers included.


January 30
Built Version269 through 269e. Worked on adjusting the scale of halls. Began testing the lighting in the halls. Created triggers for door movers. Running into a bug where an open door starts to close, and then opens back up.


January 31
Built Version270. Made small changes to the halls around the elevator. Added a second elevator. Added giant blast door between gate room and control room. Considered using warp zone to hide giant blast door in window, but ran into problems. Will consider using warp zone again for gate.


February 1
Built Version271. Built and tested a third attempt at a warp zone. Results were very positive.


February 2
Built Version272 through 272b. Made several small changes to the round halls.


February 3
Built Version272c through 272d. Created a realistic water effect using an animated surface and a projector.


February 4
Built Version273. Coverted the 2nd elevator into an operating elevator, which will move between two floors with 3 sets of doors and a changing floor number feature. Some problems with lighting still exist.Adjusted the lighting in halls and created small wall lights.


February 5
Built Version273b through 273d. Began converting pipes into static meshes. This may or may not make them look more realistic. Added wall lights to the round halls along with lighting to accent.


February 6
Built Version273e through 273h. Changed pipes back from being static meshes to bsp. Made numberous changes to the halls and the gate room


February 7
Added more hallways on far side of round halls. Worked extensively on textures for use on the walls and ceilings.


February 8
Built Versions through 275c. Applied textures to halls and the gate room. Began testing lighting with the textures.


February 9
Built Version276 through 276b. Upgraded lights in the briefing room. Added lighting.


February 12
Went back to previous version of gate. The more square shape looks more realistic. Speant the entire day testing a warp zone within the gate. Learned numerous tricks and tecniques having to do with warp zones.


February 13
Spent the morning making last minute changes to the upgraded gate/warp zone. First attempt to add it to the full map was at 1:30. Today was the origional release date for the map. Some time in January it became the beta release date. At this point the beta release date has be postponed several days at best, depending on several factors.




 

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