New Mod: "Turnstile" Created 18 years ago2006-01-31 15:05:49 UTC by Rimrook Rimrook

Created 18 years ago2006-01-31 15:05:49 UTC by Rimrook Rimrook

Posted 18 years ago2006-08-31 13:42:58 UTC Post #195205
Dude...

Is that HL1 or Source? Explain! Do you have new comp yet?
Posted 18 years ago2006-08-31 13:45:57 UTC Post #195207
its my homework. Sorry :(
Rimrook RimrookSince 2003
Posted 18 years ago2006-08-31 13:55:23 UTC Post #195212
Posted 18 years ago2006-08-31 13:59:26 UTC Post #195214
So it's not a map, right?!
Posted 18 years ago2006-08-31 17:17:02 UTC Post #195233
Its not a map.

A pure-model map wouldn't work because you can't tile textures on the mesh easily.

The best bet is to abuse the hell out of model-usage on a map. Something I want to do but haven't had the opportunity.
Rimrook RimrookSince 2003
Posted 18 years ago2006-08-31 17:27:23 UTC Post #195235
Pool looks good O_O.

>>HL1 HAS NO MODEL POLY COUNT LIMIT!
Then >80 000 e_poly in frame - hl1 engine become unstable and crashessometime, as i get then playing in island bombing map - http://twhl.co.za/compodl/013_trapt.zip http://twhl.co.za/compopics/013_trapt.jpg
Posted 18 years ago2006-08-31 17:52:28 UTC Post #195239
80,000 is utter abuse. I'm saying with nice layout and organization, around 40,000 polies, it will look sweet and still play nice. Maybe even make it as large as Sunden.

Trust me, every time I'm absent from HL for a while, i make sure I triumphantly return.
Rimrook RimrookSince 2003
Posted 18 years ago2006-08-31 18:29:08 UTC Post #195243
You know... 40,000 polygons being rendered from entities alone is still a shitload. Half Life 2 might break 40,000 once or twice but not likely. If that's you're goal then go for it but it seems WAY excessive even for the amount of detail that is there.
Edit: Wow, I didn't read previous posts. Screw this whole message.
Posted 18 years ago2006-08-31 23:10:48 UTC Post #195252
I wanna see this, 40k epoly maps!
Posted 18 years ago2006-09-01 07:27:55 UTC Post #195268
So that was a map he intends to use in Turnstile? If so then I have to repeat myself.
You know... 40,000 polygons being rendered from entities alone is still a shitload. Half Life 2 might break 40,000 once or twice but not likely. If that's you're goal then go for it but it seems WAY excessive even for the amount of detail that is there.
Posted 18 years ago2006-09-01 07:55:38 UTC Post #195270
40k EPOLY MAP REVOLUTION!

But really, this kind of mapping would be rather exclusive to modellers.

Imagine this: Run through HL1 SP and view all of the props and random objects. If they were all models of considerably nice detail and skin-jobs, and there was a good population of them, plus the more detailed brushwork since you're not using a whole lot for brush-based props, you have a sweet map.

Hierarchy:
Sprites and Effects <Top Most Layer>
Players/Active Stuff
Entities
Prop Models
World Geometry <Bottom Most Layer>

Much Like UT2004. ;)

Maps like these would have a disclaimer and loads of props that go with them. They would be for everyone, but more playable than anything with 9000 wpolies. Like that one thread with that one guy that did crazy spiral pillars that i can't find. :| Maps like those can't be played realistically.

VIVA LA 40k EPOLY MAP REVOLUTION!
Rimrook RimrookSince 2003
Posted 18 years ago2006-09-01 08:02:23 UTC Post #195271
Hey Rim, some time ago, you told me about a new and much better way of textturing in Max. Can you show me that when you have the time? :)
Posted 18 years ago2006-09-01 11:14:29 UTC Post #195281
UV Unwrap. Flattens the polies so you can paint on a face template. This is true skinning and is so much more controllable and cleaner than all other options.

Search it on the internet, i learnt it in 1 minute. Its not complicated at all.
Rimrook RimrookSince 2003
Posted 18 years ago2006-09-01 11:51:01 UTC Post #195284
UV Unwrap is something in Max or is it a seperate application?
Posted 18 years ago2006-09-01 11:55:33 UTC Post #195287
I never LoL but are you telling me you've only just hard of UV mapping? :S LOL
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-09-01 12:05:12 UTC Post #195291
Muzzle, even I know how to UV map.

im accually rather good at it, if only in Blender3D.
So that was a map he intends to use in Turnstile? If so then I have to repeat myself.
nope it isn't, that all stemed from my idea of seeing a completly modeled map.
Posted 18 years ago2006-09-01 12:29:03 UTC Post #195296
>>Like that one thread with that one guy that did crazy spiral pillars that i can't find.

gg, description reminds me Skaarj works - http://83.99.141.143/maps/cs16/DE_Arkanos[final]/de_arkanos[final]0001.jpg
Posted 18 years ago2006-09-01 12:34:00 UTC Post #195298
I know what UV Unwrap is, i was just wondering if that can be done in Max, or with a seperate application. Because there is this thing called UV Unmap or something in de Modifiers list in Max.
Posted 18 years ago2006-09-01 13:45:07 UTC Post #195311
thats the one he is talking about uragan [url=http://www.fpsbanana.com/maps/13638[/url]
Posted 18 years ago2006-09-01 16:13:39 UTC Post #195329
@Muzz: Yuh, thaz the one. UV Unwrap in the modifiers.
Rimrook RimrookSince 2003
Posted 18 years ago2006-09-01 16:28:17 UTC Post #195334
Aye, but make sure you define the base properties first with a UVW map, then the unwrap one.

EDIT:

You might like this one:

http://www.sleepyghost.com/u6p/character_mapping_gmax.pdf
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