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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Grinwhrl
    • July 19, 2006 at 3:22 AM
    • #2,421

    Hey Wes, haha your map is looking nice

    Welcome to Mapcore by the way.

  • Minos
    • July 19, 2006 at 5:33 AM
    • #2,422

    Nice stuff Wesley

  • Wesley Tack
    • July 19, 2006 at 11:32 AM
    • #2,423

    Thanks guys, happy to be on the forum, seems like a good mapping community

    I got a few ingame video's of my map aswell, for those interested:

    (they were taken during a quick playtest)

    [Blocked Image: http://unsain.hlgaming.com/images/uw4ol7wb4ld1d/carjump.gif]

    (xvid)

    http://www.wesleytack.com/upload/cop_jump.avi

    http://www.wesleytack.com/upload/caroncar_action.avi

    - Wesley

  • FrieChamp
    • July 19, 2006 at 11:36 AM
    • #2,424

    Just saw the rest of the shots on your site, awesome looking city map. You get the gold star of the day

  • Wesley Tack
    • July 19, 2006 at 5:07 PM
    • #2,425
    Quote from FrieChamp

    You get the gold star of the day

    Thanks! Does it come with a big amount of cash?

  • Minos
    • July 19, 2006 at 9:16 PM
    • #2,426

    Wow the car did a frontside noseslide Hardcore!

  • Wesley Tack
    • July 19, 2006 at 9:45 PM
    • #2,427
    Quote from Minotauro

    Wow the car did a frontside noseslide Hardcore!

    you skateboard? snowboard? wakeboard?

  • csharp
    • July 19, 2006 at 10:50 PM
    • #2,428

    i bet he skates.. min0isthask8er

    or he just plays Tony hawk :>

  • FrieChamp
    • July 20, 2006 at 8:51 AM
    • #2,429
    Quote from WesleyTack

    Thanks! Does it come with a big amount of cash?

    No, but it comes with a friendly pat on the back

  • KungFuSquirrel
    • July 22, 2006 at 8:41 PM
    • #2,430

    Fiddling with a Prey DM map... just one geometry piece, but I just wanted to share my love of patch meshes:

    [Blocked Image: http://www.button-masher.net/images/wip/prey_dmkfs01_001.jpg]

    [Blocked Image: http://www.button-masher.net/images/wip/prey_dmkfs01_002.jpg]

  • von*ferret
    • July 22, 2006 at 8:45 PM
    • #2,431

    holy hotness

  • SnipaMasta
    • July 22, 2006 at 9:07 PM
    • #2,432

    That would make a lovely camping spot.

    Not that I camp. Never.

  • m4d1n
    • July 22, 2006 at 10:17 PM
    • #2,433

    awesome stuff, like every stuff coming into your hands, i like the colors of this "object" is there a portal inside?

  • dissonance
    • July 22, 2006 at 10:20 PM
    • #2,434

    patch... as in what Silo uses for modeling?

    another thing: why aren't nurbs used in games? would the lighting be too complex?

  • Sindwiller
    • July 22, 2006 at 10:44 PM
    • #2,435
    Quote

    why aren't nurbs used in games?

    Uhm, no. Because, today's 3D-Graphics accelerators are vertex based. So, models who are NURBS-based were recalculated into vertices to render properly. Earlier, 3D-Graphics were based on NURBS. The problem was, that NURBS werent very robust. You couldnt do hard-surfaces. And regarding that texture mapping was invented later, were vertex-based 3D-graphics dominated the world, the whole thing sucked.

    So, to render NURBS on today's graphics-accelelarator, you need to recalculate them into vertices. This process is time-consuming and ineffizient. A NURBS model would be 5 million vertices (around 7 million polies, eh) as recalculated. A tough modeler could model the same shape with 50k-100k polies.

    Wfr, Sindwiller

  • dissonance
    • July 23, 2006 at 1:18 AM
    • #2,436

    Oh.

    Well, withmulti core GPUs, could one be dedicated to nurb-based models and the other dedicated to vertex-based geometry, or am I severly over-estimating the value of nurbs for organic object?

  • KungFuSquirrel
    • July 23, 2006 at 1:24 AM
    • #2,437
    Quote from m4d1n

    awesome stuff, like every stuff coming into your hands, i like the colors of this "object" is there a portal inside?

    There will be somewhere; still deciding if I want a hallway leading to this point or just a portal + drop. I'm thinking a good spot for the rocket launcher-esque gun, where you can only get to it by a certain portal or jumping/dropping from the wallwalk above.

    Quote from dissonance

    patch... as in what Silo uses for modeling?

    Sort of. Basically just a curved one-sided mesh instead of a traditional 6-sided brush. Gives you verts at the corners and control points in between to control the curveature/bendiness. Automatically subdivides as needed, with manual subdivision available, and functions as if in a model smoothing group. Quite handy!

  • RD
    • July 23, 2006 at 8:56 AM
    • #2,438
    Quote from Sindwiller

    Uhm, no. Because, today's 3D-Graphics accelerators are vertex based. So, models who are NURBS-based were recalculated into vertices to render properly. Earlier, 3D-Graphics were based on NURBS. The problem was, that NURBS werent very robust. You couldnt do hard-surfaces. And regarding that texture mapping was invented later, were vertex-based 3D-graphics dominated the world, the whole thing sucked.

    So, to render NURBS on today's graphics-accelelarator, you need to recalculate them into vertices. This process is time-consuming and ineffizient. A NURBS model would be 5 million vertices (around 7 million polies, eh) as recalculated. A tough modeler could model the same shape with 50k-100k polies.

    Wfr, Sindwiller

    Youre 12?

  • Bic-B@ll
    • July 23, 2006 at 9:50 AM
    • #2,439

    whatever the hell a patch mesh is, keep doing it, that looks beautiful.

  • Sindwiller
    • July 23, 2006 at 10:32 AM
    • #2,440
    Quote

    Well, withmulti core GPUs, could one be dedicated to nurb-based models and the other dedicated to vertex-based geometry, or am I severly over-estimating the value of nurbs for organic object?

    Im not sure. Regarding that one GPU needs to stop parallel processes to recalculate NURBS-geometry into vertex-geometry, and regarding also, that the output (vertex-geometry) is often very, very highpoly so it needs a relatively huge amount of RAM to save all data. Even workstation-graphiccards, with a really big amount of RAM (1GB for *one* QuadroFX 5500) have problems with rendering high-detailed NURBS-geometry in realtime. I think, NURBS is atm something for non-realtime rendering like ray-tracing.

    Quote

    Youre 12?

    Jup^^

    Wfr, Sindwiller

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