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Cs_Cabaret

  • alexroyce
  • September 29, 2005 at 11:58 PM
  • alexroyce
    • October 16, 2005 at 5:12 PM
    • #41
    Quote from Bic-B@ll

    needs some more dramatic lighting, maybe something flashing or something, and it needs some neat shadows. it looks pretty nice over all, though it is a bit bare, you should hang some stuff from the ceiling (disco ball ftw)

    A disco ball isnt bad

    I put some flashing lights in the earlier version of the map, and dear god the FPS just crumbled.. Couldent even look at the main room as swap buffers went through the roof.

  • von*ferret
    • October 16, 2005 at 5:38 PM
    • #42

    pardon me, but what are swap buffers?

  • Defrag
    • October 16, 2005 at 6:20 PM
    • #43

    It's usually to do with things like specularity / bump maps, AA and AF, if I recall correctly.

  • alexroyce
    • October 16, 2005 at 6:59 PM
    • #44

    Swapbuffers are alot of different things, from water to lighting to animations to sprites to reflections.. Its really just the "everything else" catagory in +showbudget.

  • alexroyce
    • November 6, 2005 at 9:33 PM
    • #45

    [Blocked Image: http://img361.imageshack.us/img361/6970/17wj1.jpg]

    [Blocked Image: http://img361.imageshack.us/img361/7190/28uv.jpg]

    [Blocked Image: http://img28.imageshack.us/img28/9876/39ys.jpg]

    [Blocked Image: http://img28.imageshack.us/img28/7003/42cy.jpg]

    [Blocked Image: http://img28.imageshack.us/img28/384/51rm.jpg]

    [Blocked Image: http://img28.imageshack.us/img28/5547/68sg.jpg]

    [Blocked Image: http://img28.imageshack.us/img28/7206/87bo.jpg]

    [Blocked Image: http://img28.imageshack.us/img28/3072/77qv.jpg]

    [Blocked Image: http://img28.imageshack.us/img28/9978/99cf.jpg]

    [Blocked Image: http://img28.imageshack.us/img28/3613/105dc.jpg]

    [Blocked Image: http://img466.imageshack.us/img466/6596/117gs.jpg]

    Platest shots

  • hessi
    • November 6, 2005 at 10:10 PM
    • #46

    the first screenshots lighting is cool. many small lights == sexy

  • Algor
    • November 6, 2005 at 10:32 PM
    • #47

    Awesome, great work.

    Edit: I had only seen page 1 before. But seriously, this map owns my face.

    Edit2: Only advice is the stripper poles are too fatty.

  • Schmung
    • November 6, 2005 at 10:39 PM
    • #48

    loving the bar area now.

  • alexroyce
    • November 6, 2005 at 10:48 PM
    • #49

    The stripper poles are exactly like in the real place:

    [Blocked Image: http://img165.imageshack.us/img165/3691/untitled6ze.jpg]

    The signature room in the map actually has pictures of refrence photos used during the maps creation, which shows all the stuff people think is wrong (thick poles, glass in the road and more) since i knew people would ask

  • kleinluka
    • November 6, 2005 at 11:36 PM
    • #50

    nice, reminds me a bit of swat 4

  • Bic-B@ll
    • November 7, 2005 at 4:05 AM
    • #51

    neat, could do with some desaturation and more contrast though

  • Lee3dee
    • November 7, 2005 at 5:13 AM
    • #52

    map looks awesome! did you model the vehicles? because they look incredibly detailed! If i played CS this is definately a map id download

  • Minos
    • November 7, 2005 at 5:40 AM
    • #53

    Looks pretty cool, gj on the custom content. Don't really like the basement tho, it needs better lighting.

  • alexroyce
    • November 7, 2005 at 6:15 AM
    • #54
    Quote from Lee3dee

    map looks awesome! did you model the vehicles? because they look incredibly detailed! If i played CS this is definately a map id download

    No, the vehicles were made by Zareh (worked on Crookcounty with him). Hes really good.

    Quote from Minotauro

    Looks pretty cool, gj on the custom content. Don't really like the basement tho, it needs better lighting.

    Yeah, I dont like the basement aswell. Really bland and boring, but thats how the actual place looks, so i cant do much :/

  • alexroyce
    • November 7, 2005 at 7:25 AM
    • #55

    Finally! A bar which looks more like a bar!

    [Blocked Image: http://img99.imageshack.us/img99/5084/cscabaretb400008ao.jpg]

    [Blocked Image: http://img261.imageshack.us/img261/5449/cscabaretb400041la.jpg]

    Just took 30 minutes to create the texture through some crafty green-screen screenshots of the actual models

  • ginsengavenger
    • November 7, 2005 at 7:41 AM
    • #56

    ouch. hate to say it but those bottles need to be models dude. even if you just do simple models and planar-project thats same tex onto them, it'll be a hundred times better. even if they're just four- or five-sided cylinders.

  • von*ferret
    • November 7, 2005 at 7:50 AM
    • #57

    ginseng hit it on the ball. Also your wood seems a little weatherd for being an indoor wood.

  • alexroyce
    • November 7, 2005 at 7:57 AM
    • #58

    Models for the bottles would kill the framerate. Previously there was ~8 bottles, and they already started to drop it. If the modeller has time, he'll make the bottles into a model which would be a rack of bottles, and pretty low poly.

    Its either empty shelves, or 2D bottles for now. 40-50 FPS with an average computer is borderline for decent preformance.

  • ginsengavenger
    • November 7, 2005 at 8:08 AM
    • #59

    I think if you're going to have bottles at all, you need them to be models. You really, really, need them to be models. Make poly cuts elsewhere to enable them if need be. Those chairs and tablecloths look pretty heavy if you ask me. And remember that one wpoly is worth like ten epolies.

  • alexroyce
    • November 7, 2005 at 8:13 AM
    • #60

    If i put even half as many model-bottles up on the shelves as in the brush-bottle, then the framerate would drop probably around 20 points. It just really doesnt make much sense, as if a grenade goes off in the area, the physics and the gib models would cause upwards of a 30 fps drop for around 2 seconds.

    The chairs and tables are needed (already been cut down), and fade distances have been used to get rid of the distant chairs. It helps FPS, but not much. Ive already removed both brushes and models around the map to increase FPS (was previously averaging around 30 indoors, but now its around 50). Right now i think its around 55, which is almost perfect.

    During the playtest i was watching a few people around the bar area and when a grenade went off, fps went down by 10. And that was just ~8 bottles.. Imagine how bad it would be with 30 or more! It might look nice, but after that, itll be a major setback.

    The bottles dont look bad at all from medium distance, either. Its a practical solution.

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