Hey Wes, haha your map is looking nice
Welcome to Mapcore by the way.
Hey Wes, haha your map is looking nice
Welcome to Mapcore by the way.
Nice stuff Wesley ![]()
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
Just saw the rest of the shots on your site, awesome looking city map. You get the gold star of the day ![]()
Wow the car did a frontside noseslide
Hardcore!
Quote from MinotauroWow the car did a frontside noseslide
Hardcore!
you skateboard? snowboard? wakeboard? ![]()
i bet he skates.. min0isthask8er
or he just plays Tony hawk :>
Quote from WesleyTackThanks! Does it come with a big amount of cash?
No, but it comes with a friendly pat on the back ![]()
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]
holy hotness
That would make a lovely camping spot.
Not that I camp. Never.
awesome stuff, like every stuff coming into your hands, i like the colors of this "object" is there a portal inside?
patch... as in what Silo uses for modeling?
another thing: why aren't nurbs used in games? would the lighting be too complex?
Quotewhy 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
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?
Quote from m4d1nawesome 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 dissonancepatch... 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! ![]()
Quote from SindwillerUhm, 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?
whatever the hell a patch mesh is, keep doing it, that looks beautiful.
QuoteWell, 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.
QuoteYoure 12?
Jup^^
Wfr, Sindwiller
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