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*Sees screenies posted by Maddin and Leeloo*
http://www.youtube.com/watch?v=DV1fUwKMdAI
ECKZBAWKZ HUGE LIST OF ACHIEVEMENTS GOES HERE....
Oh wait.
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Well done! Hopefully all the pipes aren't too bad for the performance.
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(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.
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so its a ceiling? right, now I see the the armor, I thought it is a pit.
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A small map:
somewhere
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uhh how?
<Samual> I am the most unprofessional developer ever
<bluez> halogene, you make awesome music, but you have no clue about ctf.
<Halogene> I didn't know mappers include some mysterious waypoints so members of the BOT clan can navigate a map?
<divVerent> if you don't pay for a premium account, your movement speed is limited to 100qu/s
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No1 map layouts both of you!
"One should strive to achieve; not sit in bitter regret."
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(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.
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small maps <3 :-)
My contributions to Xonotic: talking in the forum, talking some more, talking a bit in the irc, talking in the forum again, XSkie
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(04-24-2012, 04:59 PM)Cortez666 Wrote: uhh how?
Reminds me of a section of Villa from Perfect Dark.
ECKZBAWKZ HUGE LIST OF ACHIEVEMENTS GOES HERE....
Oh wait.
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05-01-2012, 11:33 AM
(This post was last modified: 05-22-2012, 09:32 AM by Maddin.)
Pre-alpha version of Warfare:
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(05-01-2012, 11:33 AM)Maddin Wrote: Pre-alpha version of Warfare:
and right now
Well done Maddin, Keep it up
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05-01-2012, 02:06 PM
(This post was last modified: 05-01-2012, 02:06 PM by rocknroll237.)
Holy cow that looks good!
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Maddin you use 3ds Max/Blender for maps? Or pure radiant?
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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
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That looks really nice.
somewhere
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(05-01-2012, 11:33 AM)Maddin Wrote: Pre-alpha version of Warfare:
Simply perfect. Very well done!
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(05-01-2012, 11:33 AM)Maddin Wrote: Pre-alpha version of Warfare:
Stunning!
My contributions to Xonotic: talking in the forum, talking some more, talking a bit in the irc, talking in the forum again, XSkie
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beautiful indeed maddin : )
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05-02-2012, 04:47 AM
(This post was last modified: 05-02-2012, 04:48 AM by Maddin.)
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).
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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
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05-02-2012, 06:42 AM
(This post was last modified: 05-02-2012, 06:46 AM by Maddin.)
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.
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Gotta praise this screenshot!
Great work, Maddin!
I'm making Liblast - a FOSS online FPS game made with Godot 4 and a 100% open-source toolchain
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