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Author Topic: [Map] Vonthora  (Read 6129 times)

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RavenGT

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[Map] Vonthora
« on: August 14, 2005, 04:32:30 AM »

It's so sexy, I named it after myself. It's for the Bumper Cars 2, which is currently in developement :0
I'm gonna try to keep my two current projects updated as often as possible.

-The map may seem small, but it's actually alot bigger than you think
-My meshing is sexy
-My meshing is sexy, you may think it's really low poly, but this is for Bumper Cars, remember. It's like an arena, so you'll be rendering most of the polygons all the time. I gotta keep the performance good, so don't mind the lowpolyness.

« Last Edit: August 14, 2005, 09:03:47 PM by RavenGT »
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Re: [Map] Vonthora
« Reply #1 on: August 14, 2005, 10:35:12 AM »

sexay "D
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Sephiroth

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Re: [Map] Vonthora
« Reply #2 on: August 14, 2005, 01:27:45 PM »

Sounds good. Especially since you guys just showed me Bumper Cars yesterday  ;D  Lots of fun.
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RavenGT

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Re: [Map] Vonthora
« Reply #3 on: August 14, 2005, 09:02:45 PM »

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RavenGT

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Re: [Map] Vonthora
« Reply #4 on: August 14, 2005, 10:48:06 PM »

Meshing is complete =D

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baracuda

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Re: [Map] Vonthora
« Reply #5 on: August 14, 2005, 11:07:59 PM »

looks sweet, cant wait for bc2
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SureShot

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Re: [Map] Vonthora
« Reply #6 on: August 14, 2005, 11:50:21 PM »

I see smoothing errors and polywaste omgisedit D:
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RavenGT

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Re: [Map] Vonthora
« Reply #7 on: August 15, 2005, 12:01:38 AM »

I see smoothing errors and polywaste omgisedit D:

Hahahahahahahahaha, it's for Half-Life 1 you poopmuncher =D
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Ranger Six

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Re: [Map] Vonthora
« Reply #8 on: August 15, 2005, 12:03:44 AM »

I see smoothing errors and polywaste omgisedit D:

MY GOD ! HIDE THE CHILDREN !

Looks sweet so far...the renders that is...half life will probably fuglynate it ingame though.
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Re: [Map] Vonthora
« Reply #9 on: August 15, 2005, 01:20:31 AM »

with any luck, the whole thing wont look like crap in hl's lighting system. Cause if that's the case, you might have to do the cliffs differently.
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Kruk

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Re: [Map] Vonthora
« Reply #10 on: August 15, 2005, 04:22:09 PM »

i dont like creating terrain in the old engine :(
but i createt something once :P




i had mor problems with textures
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Ranger Six

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Re: [Map] Vonthora
« Reply #11 on: August 16, 2005, 09:20:54 AM »

Kruk, that ain't bad at all. Ok, it ain't a masterpiece but it looks fine.
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The_6th_Monkey

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Re: [Map] Vonthora
« Reply #12 on: August 17, 2005, 06:38:59 PM »

Hahahahahahahahaha, it's for Half-Life 1 you poopmuncher =D

its still a massive waste of w_poly, I can imagine the r_speeds being pretty heavy
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RavenGT

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Re: [Map] Vonthora
« Reply #13 on: August 17, 2005, 07:13:46 PM »

I'm sure about you, but real level designers that know what they're doing, they'd replace the faces that shouldn't be rendered with the sky texture or null texture to not make those polygons render.

So here's the math I guess. I just woke up so I'm not sure if I'm making any sense....

Each triangular brush is made out of 5 polygons, but on each triangular brush, only one side is textured and rendered, the other four faces are not rendered at all.
The total amount of polygons used for the entire terrain meshing, is 1515 polygons. That even includes the unrendered sides. 1515 polygons.

So if we want to find out the total polygons being used without rendering the unseen polygons, we simply do
1515 divided by 5 which gives us 303 polygons total.

Now I'm not sure about you, but 303 polygons is pretty damn low, and ANY computer should be able to handle 303 polygons, even if all 303 polys are being rendered all at once. Thankyou for reading, I just proved you guys wrong ^-^ kekekeke


What it looks like underneath.
To show you just how much poly is not rendered (don't forget the sides of the brushes are unrendered too, not shown here though)
« Last Edit: August 17, 2005, 07:19:06 PM by RavenGT »
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Comrade Tiki

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Re: [Map] Vonthora
« Reply #14 on: August 19, 2005, 02:08:43 AM »

Mappers like to imagine little things called faces and r_speeds.

How's the compile time running for you so far?
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