Screenshots of what you're doing. - Printable Version +- Xonotic Forums (https://forums.xonotic.org) +-- Forum: Creating & Contributing (https://forums.xonotic.org/forumdisplay.php?fid=10) +--- Forum: Xonotic - Editing and Concept Art (https://forums.xonotic.org/forumdisplay.php?fid=11) +--- Thread: Screenshots of what you're doing. (/showthread.php?tid=69) Pages:
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RE: Screenshots of what you're doing. - Lee_Stricklin - 04-17-2012 *Sees screenies posted by Maddin and Leeloo* http://www.youtube.com/watch?v=DV1fUwKMdAI RE: Screenshots of what you're doing. - [CCC]KINGSHOT[CCC] - 04-17-2012 Well done! Hopefully all the pipes aren't too bad for the performance. RE: Screenshots of what you're doing. - Leeloo - 04-17-2012 (04-16-2012, 10:14 PM)hutty Wrote: quite nice ... although part of the concrete ceiling on the second looks like concrete normally used for walls Thank you hutty I did not realized it. RE: Screenshots of what you're doing. - frostwyrm333 - 04-17-2012 so its a ceiling? right, now I see the the armor, I thought it is a pit. RE: Screenshots of what you're doing. - monad - 04-24-2012 A small map: RE: Screenshots of what you're doing. - Cortez666 - 04-24-2012 uhh how? RE: Screenshots of what you're doing. - CuBe0wL - 04-25-2012 No1 map layouts both of you! RE: Screenshots of what you're doing. - Mr. Bougo - 04-25-2012 (04-24-2012, 04:59 PM)Cortez666 Wrote: uhh how? Eh, that one reminds me of a smaller portion of a large map that popped up somewhere around Nexuiz 2.4. RE: Screenshots of what you're doing. - Cyber Killer - 04-25-2012 small maps <3 :-) RE: Screenshots of what you're doing. - Lee_Stricklin - 04-25-2012 (04-24-2012, 04:59 PM)Cortez666 Wrote: uhh how? Reminds me of a section of Villa from Perfect Dark. RE: Screenshots of what you're doing. - Justin - 04-25-2012 Monad : +1 RE: Screenshots of what you're doing. - Maddin - 05-01-2012 Pre-alpha version of Warfare: RE: Screenshots of what you're doing. - Squigger - 05-01-2012 (05-01-2012, 11:33 AM)Maddin Wrote: Pre-alpha version of Warfare: and right now Well done Maddin, Keep it up RE: Screenshots of what you're doing. - rocknroll237 - 05-01-2012 Holy cow that looks good! RE: Screenshots of what you're doing. - Majki - 05-01-2012 Maddin you use 3ds Max/Blender for maps? Or pure radiant? RE: Screenshots of what you're doing. - Maddin - 05-01-2012 Only the terrain parts (and the grass) are modified with Blender and exported as separate models. Everything else is built in NetRadiant. The terrain was created in the following way: - created quadsoup terrain in GtkRadiant 1.4 - exported it separately with Q3Map2 as an obj model - imported it in Blender - optimised the mesh and the UV map - exported it as an md3 model - placed the model in the map with NetRadiant RE: Screenshots of what you're doing. - Majki - 05-01-2012 How you clip terrain? RE: Screenshots of what you're doing. - monad - 05-01-2012 That looks really nice. RE: Screenshots of what you're doing. - MirceaKitsune - 05-01-2012 (05-01-2012, 11:33 AM)Maddin Wrote: Pre-alpha version of Warfare: Simply perfect. Very well done! RE: Screenshots of what you're doing. - Cyber Killer - 05-02-2012 (05-01-2012, 11:33 AM)Maddin Wrote: Pre-alpha version of Warfare: Stunning! RE: Screenshots of what you're doing. - Soelen - 05-02-2012 beautiful indeed maddin : ) RE: Screenshots of what you're doing. - Maddin - 05-02-2012 Thanks everybody! (05-01-2012, 04:03 PM)Majki Wrote: How you clip terrain?In this case I checked "solid" which perfectly clips the misc_model. But this should only be done with complex models or models which need a high detailed clipping. Otherwise you should use a brush covered with the "common/weapclip" texture. (-> e.g. boxes, lamps, ...) Additionally I checked "force_meta" to force grid-lightmapping which looks way better than vertex lighted (but also takes more time to compile the map). RE: Screenshots of what you're doing. - Majki - 05-02-2012 Quote:In this case I checked "solid" which perfectly clips the misc_model. But this should only be done with complex models or models which need a high detailed clipping. Otherwise you should use a brush covered with the "common/weapclip" texture. (-> e.g. boxes, lamps, ...) Additionally I checked "force_meta" to force grid-lightmapping which looks way better than vertex lighted (but also takes more time to compile the map). You know that autoclipping creates couple of brushes per tris in model? And it's destroys performance? So for example - compare clipping a box (one clip brush for it) or auto clip (count triangles and do the math). Or Xontotic has some magic q3map2 version which deals with this problem O_O RE: Screenshots of what you're doing. - Maddin - 05-02-2012 As I said it shouldn´t be done if it can be avoided. But try to clip such a shaped mesh with normal brushes by hand! Good luck! It doesn´t destroy the performance as long as you keep the amount of triangles low and the model itself "small". At least I don´t recognise any fps drops, it´s always at about 200-300 fps (HIGH effects settings), and there isn´t ANY VIS optimisation nor is it hiding any sections of map. Compared to the terrain parts of the current Xonotic maps which use patch meshes (!), this method is way more performance friendly. Later on, if some people still got problems with it I´ll add LOD for these parts. RE: Screenshots of what you're doing. - unfa - 05-02-2012 Gotta praise this screenshot! Great work, Maddin! |