Re: DoD_Dessau
Posted by Tracer Bullet on
Tue Jun 15th 2004 at 5:33am
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Have a look and tell me what you think :smile:
Re: DoD_Dessau
Posted by 7dk2h4md720ih on
Tue Jun 15th 2004 at 10:10am
Posted
2004-06-15 10:10am
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I like it. :smile: Will I be able to have a run around without the dod .wads? Doesn't look like it :/
Re: DoD_Dessau
Posted by Forceflow on
Tue Jun 15th 2004 at 11:59am
Posted
2004-06-15 11:59am
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Can't see why the r_'s should reach 1200 ... the architecture is (no harm intended) not th?t advanced ... sure you don't have any corrupt faces or something, cuz 1200 on th?t screenshot is a lot.
Re: DoD_Dessau
Posted by scary_jeff on
Wed Jun 16th 2004 at 10:22am
Posted
2004-06-16 10:22am
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How about if you make the supporting posts func_illusionary?
Re: DoD_Dessau
Posted by Tracer Bullet on
Wed Jun 16th 2004 at 2:25pm
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Orph- I am only useing hlbasics.wad and forest.wad
On my next compile I will include the wad.
Jeff- Unfortunatly those supports are part of the hull. I Ithink I have solved the problem though. I have updated the map already, and I will upload some new screens tonight after work.
Re: DoD_Dessau
Posted by Gorbachev on
Thu Jun 17th 2004 at 3:52am
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Everyone should have the forest.wad as well as hlbasics.wad.
By the way Orph, v2 of belfort is very close to completion, I've redone the entire .wad as well as some other stuff so that they retain the original names and you can just copy+paste the info over to make the material recognition correct as well as the titles. Since Steam made that all go to hell.
Re: DoD_Dessau
Posted by Tracer Bullet on
Thu Jun 17th 2004 at 7:43pm
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Update:
-Tunnel added
-texture problems fixed
-Light_environment adjusted
-Cliffs adjusted
-New screens & download :smile:
many thanks to orph for hosting the textures
Re: DoD_Dessau
Posted by Forceflow on
Thu Jun 17th 2004 at 8:47pm
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Tunnel looks good.
(damn clicked too fast)
Did you fix the r_speed issue ?
Re: DoD_Dessau
Posted by scary_jeff on
Thu Jun 17th 2004 at 11:31pm
Posted
2004-06-17 11:31pm
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I couldn't find the tunnel even with noclip? I'm sure I was looking at updated map because the trenches were different.
I like the trench modifications - looks better, and less sticking.
You still have tons of not-needed face splitting. If you do want to reduce r_speeds, it looks to me to be perfectly possible. Many faces are split into 4-8, and this obviously doesn't do much for r_speeds.
Re: DoD_Dessau
Posted by Tracer Bullet on
Fri Jun 18th 2004 at 12:46am
Posted
2004-06-18 12:46am
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You have to blow the tunnel from the allied side... It starts in the tunnel/trench, and emerges in the axis building.
I have played around with hint brushes, which lowered the r_s in many places by at least 100. They increased allot when I added the tunnel, so this just means they are back where they were. I will see about spliting some of those faces more inteligently on the next build.
Re: DoD_Dessau
Posted by Gorbachev on
Fri Jun 18th 2004 at 12:51am
Posted
2004-06-18 12:51am
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The trench is much to steep to be of any use...it's kind of a misnomer when there's so much space, but you can only get out of it in one or two spots. The grass in the middle is also a bit steep, try and make the slopes a bit 'softer' so you don't end up jittering around or sticking on them. Also, to lower some more r_speeds change your brush based hanging bulbs to the bulb.mdl I believe it is...there is a model of a hanging bulb. Since the map has few models, it'd be just fine. That melty house is a bit strange, it's neat, but kind of odd. I guess with too many slants and slopes everywhere there are a lot of places to get trapped, and not in a good way.
Re: DoD_Dessau
Posted by Tracer Bullet on
Fri Jun 18th 2004 at 1:12am
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Sorry about that. it seems that the map file didn't update. I'm not sure where I screwed up. It's up to the latest version now though.
I'm not sure what you mean by the "melty" house. The wrecked one I assume? I think I am going to cover the wreckage in a much simpler patchwork of clip brushes to avoid some of those problems.
Do e-polys have less of an effect on performance? I wasn't sure it mattered if it was brush-based or model based. the engine still has to render the faces. why would it make a difference?
Re: DoD_Dessau
Posted by Gorbachev on
Fri Jun 18th 2004 at 2:12am
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epolies are easier on the engine. As you can have a much higher count, and if you're in an area with no other models, then you might as well use that allowance and lower your wpoly. Both of course, are best used when limited in general. But overall epolies are easier on the engine hence the general 800/4500 kind of limit.
Re: DoD_Dessau
Posted by fokker on
Tue Jul 20th 2004 at 12:28am
Posted
2004-07-20 12:28am
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I must say those screenshots look great to me. The tunnel especailly looks very original, and captures a more man-made look then most tunnels in DoD maps. I'm glad you elected to go with the dirt tunnel then the cliche "concrete sewer".