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Author Topic: [Map] Vonthora  (Read 6087 times)

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RavenGT

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Re: [Map] Vonthora
« Reply #15 on: August 19, 2005, 04:00:19 AM »

Mappers like to imagine little things called faces and r_speeds.

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

Haven't tried yet (at least not after the meshing was finished)
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Cabbage Man

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Re: [Map] Vonthora
« Reply #16 on: August 19, 2005, 05:27:05 AM »

Nice map, Raven. Looks... pointy. In a terrain-ish sort of way.

(zomfgioaag new words)
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Comrade Tiki

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Re: [Map] Vonthora
« Reply #17 on: August 19, 2005, 06:45:24 AM »

Nice map, Raven. Looks... pointy. In a terrain-ish sort of way.

(zomfgioaag new words)
Terranean?

I am quite liking the way that it looks, but I am still doubting the convex r_speed smoothness of it all.
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Biohaz@rd

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Re: [Map] Vonthora
« Reply #18 on: August 19, 2005, 12:38:49 PM »

I think that r_speeds will be quite high actually. r_speeds and brushes doesn't work like models and meshes. For example, an empty box, with only 6 faces rendered, and with an sky texture over 5 of this 6 rendered faces, gives a w_poly count of 12. Another little thing, is that HL engine doesn't like triangular faces for brushes, that's why the game looks so "square".

I suggest you read some information about how r_speeds work and first of all, do some quick testmaps, so, when you build your terrain (btw, it looks nice ;)) you can have an idea of how the r_speeds will be.

And , finally, as soon as you can, do a FULL compilation (use the extended VIS algorithm, and some parameters of RAD (the ones designed for full compilations, like "extra", or "bounce")). That way you will see the most accurate r_speeds, because usually, in the fast compiles, the r_speeds are worse than with a full compile.
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random salad

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Re: [Map] Vonthora
« Reply #19 on: August 19, 2005, 09:49:15 PM »

Average r_speeds are like what 400 in standard low def maps whereas 800 is generally "acceptable" ones nowadays.

considering Raven manually applied null textures to make the other sides of the boxes stop rendering (which is something done for you  automatically during compiling process if you have skyboxed it properly and don't have any leaks), this map most likely won't have any problems even if the skybox is just merely covering a bit further than the edges of the map.

I doubt there will be much problems with this, apart from perhaps any illegal polygon shapes, and the vis calculations during compile.
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Tsunami

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Re: [Map] Vonthora
« Reply #20 on: August 19, 2005, 10:39:51 PM »

vis calculations during compile.

I hope nobody needs to talk to Raven for the next few days.
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Comrade Tiki

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Re: [Map] Vonthora
« Reply #21 on: August 20, 2005, 01:47:08 AM »

I hope nobody needs to talk to Raven for the next few days.

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James

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Re: [Map] Vonthora
« Reply #22 on: August 20, 2005, 11:23:10 PM »

Looking sssssmokin' Raven. (Yes, I just watched The Mask)
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Biohaz@rd

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Re: [Map] Vonthora
« Reply #23 on: August 21, 2005, 09:31:56 PM »

Probably he just got "owned" by the r_speeds, so now , obviously, he can't reply. He is healing his "owned by r_speeds" wounds  :P
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