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[UT1][Remastered] Maps that I made

  • ZZZ
  • May 27, 2014 at 11:28 AM
  • ZZZ
    • May 27, 2014 at 11:28 AM
    • #1

    broken

  • Taylor Swift
    • June 9, 2014 at 6:56 PM
    • #2

    awsome.. how long did it take?

  • ZZZ
    • June 10, 2014 at 4:04 AM
    • #3

    Don't remember. Aproximately 1 ~ 3 months. I'm currently recycling these maps.


    PS: The theory that I've came up with has been proved false. I thought that I could control BSP cuts by having every surface tesselated by hand, but it turned out that doing that doesn't prevent the engine from creating bsp cuts where you didn't want to. Hell, no modern engine relies on BSP for rendering anymore. In UE1 they made every BSP triangle occlude everything, that's why HOMs happens everywhere in UE1 whereas they doesn't in id tech 3, because the latter doesn't occlude per triangle but per leaf node.

  • ZZZ
    • June 13, 2014 at 3:47 AM
    • #4

    broken

  • ZZZ
    • June 18, 2014 at 7:05 PM
    • #5

    broken

  • ZZZ
    • June 21, 2014 at 7:51 PM
    • #6

    broken

  • ZZZ
    • June 27, 2014 at 12:52 AM
    • #7

    broken

  • NecromatonDev
    • July 6, 2014 at 5:54 PM
    • #8

    don't forget to include plenty of shredders in the tight corridors

  • ZZZ
    • July 6, 2014 at 6:18 PM
    • #9

    broken

  • ZZZ
    • July 9, 2014 at 1:17 AM
    • #10

    broken

  • ZZZ
    • July 12, 2014 at 12:31 AM
    • #11

    broken

  • AnimalKingdom
    • July 14, 2014 at 2:33 AM
    • #12

    Nice, i love the look of these! They kind of have that Amnesia type feel to them. Very unique.

  • ZZZ
    • July 19, 2014 at 8:18 PM
    • #13

    broken

  • ZZZ
    • August 2, 2014 at 9:48 PM
    • #14

    broken

  • ZZZ
    • August 11, 2014 at 12:05 AM
    • #15

    broken

  • Warby
    • August 11, 2014 at 9:56 AM
    • #16
    Quote from 0kelvin

    In UE1 they made every BSP triangle occlude everything ...


    are you sure? ... i could swear the view frustum occlusion around an area portal was used to occlude stuff? which is lot fewer edges than what you are suggesting!

  • ZZZ
    • August 11, 2014 at 3:31 PM
    • #17
    Quote from Warby

    are you sure? ... i could swear the view frustum occlusion around an area portal was used to occlude stuff? which is lot fewer edges than what you are suggesting!


    Not sure. Rewording what I said, the engine uses some aggressive occlusion culling that creates lots of bsp holes.

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