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  3. Warby

Posts by Warby

  • Level design for Painkiller

    • Warby
    • October 26, 2006 at 12:35 AM

    ok so much i found already just looking at the levels in pain editor

    theres a lot of reusing happening in the level geometry which lead me to believe they have some magic trick up their sleeves to display ligthmaps on instances but they don't the instances are all actually merged together into one big mesh very memory inefficient :/ and sucks to change in maya if you have one fucked up ploygone you have to fix it 100.000 million times ^^ alla actualy instanced things guns pickups enemys phys objects are all tnl lit D:

    next i am gonna look at how they handle their materials i am extracting their textures form the pak file right now to take a closer look (with this little helper http://forum.xentax.com/viewtopic.php?t=732) it seams they have like all their material of the level on one sheet except for the floor you can tell because sometimes theres no UV cut next to a high res trim they just do clever reusing *kudos for that* analysis will continue

  • Level design for Painkiller

    • Warby
    • October 25, 2006 at 11:15 PM

    getsalt uses one texture iwth the same uvset and justa afine scale on everything that map is pretty lame all around ( also gameplay / layout etc ...)

    magma now that is a fine map i forgot that that was the second one ... yeah that map is good stuff

  • Level design for Painkiller

    • Warby
    • October 25, 2006 at 8:01 PM

    yeah no i am aware of everything you 2 wrote thing is just automatic generated ligthmaps as in unreal and halflife are riddled with artifacts are highres were they don't need to be and low res were they shouldn't be they are never mapped/projected form the nangel of the sun position to reduce jaggies in the penumbras and in case of unreal no gi no ao ( the one pixel black at the edge of each uv cut fake shit there in unreal IS NOT AO!!!) in halflife 2 high res ligthmaps add lots of extra csg cuts and the mipmapping of the ligthmaps makes lots of aliasing in the distance what you both prais is also sucky methods (all around unreals is much more userfriendlyand hls is much more pretty though ^^ )

    the 2 unreal maps your talking about i know they use a shity system were the actual texture is more like high scaled detail texture that is not applicable for real leveldesign also i dont think they actualy use 2 different uv sets;)

    i am actually more interested how they make the ligthmaps show up on a seocnd uv set in mayas viewport ! and than find out how to handle instances with this system and how the hell you keep batching under control this sounds too me like theres the need for 1.000.000.000 materials ! which would not allow for alot of polys but i know painkiller that game has tris comign out of its ass

  • Level design for Painkiller

    • Warby
    • October 25, 2006 at 3:30 PM

    i am really really interested in this i dont have painkiller but i might pick it up (today) just because i want to know ^^ how do they handle the lighting on their instanced detail models ?! arent they instanced ? is the lighting on em vertex based ? tnl ? are they not lit in maya/max but only in the editor ? or the engine ? and are those detail models lods ? does anything in that engine get loded ? have they 100 million dublicate materials for each new ligthmap sheet ===?===

    I MUST KNOW !

  • Media Studies (Year 13) Project using Game Engine?

    • Warby
    • October 24, 2006 at 10:31 PM

    i recommand unreal for everything game engine need wise ^^

  • cat's map screenshots

    • Warby
    • October 24, 2006 at 10:22 PM

    hrhrhrhhrhrhr best thread in ages and solid begin of a map too =)

  • Question on normal maps

    • Warby
    • October 24, 2006 at 5:27 PM

    the quick and dirty way would be to just blur your heigthmap that crazybump gave you the rigth way would beto make a 1 million polyogone model were each stone is real geometry

  • cat's map screenshots

    • Warby
    • October 24, 2006 at 5:25 PM
    Quote from Rick_D

    a shadow

    ownd

  • cat's map screenshots

    • Warby
    • October 24, 2006 at 3:30 PM

    i thnk thats actualy a river dont i see a reflection of the tree there ?!

  • warby presents: de_wanda 100% custom map for cs-source

    • Warby
    • October 22, 2006 at 11:00 PM
    Quote from RD

    ... and i prefer maps that arent too serious... because serious is boring.

    F T W ! ^^

  • My Orc

    • Warby
    • October 22, 2006 at 4:03 PM

    i love the white palm on his face good stuff

  • warby presents: de_wanda 100% custom map for cs-source

    • Warby
    • October 22, 2006 at 3:15 PM
    Quote from st0lve

    What the fuck is the 1st screen? A strider vs. something? D:

    its a colossus ! http://images.google.de/images?hl=de&q= ... a=N&tab=wi

    and its gonna stay i allready got rid of most of the water in the streets becasue people wernt feelign the beyond good and evil influence but the colossus/tripod prop is the reason why i started this map that is so gonna STAY !

  • [UT2k4] DM_Baroque

    • Warby
    • October 22, 2006 at 2:11 AM

    that ceiling is defnitly made they way it should be made kiiia thumbsup

  • warby presents: de_wanda 100% custom map for cs-source

    • Warby
    • October 22, 2006 at 1:35 AM

    pics are smaller now on popular request ^^

  • warby presents: de_wanda 100% custom map for cs-source

    • Warby
    • October 22, 2006 at 1:13 AM

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_04_01_now_with_hdr.jpg]

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_04_02_now_with_hdr.jpg]

    [Blocked Image: http://riviera.heaven.nexusirc.at/warby/wip/de_wanda_beta_04_03_now_with_hdr.jpg]

    last time vrad crashed during the hdr so this is how i actualy wanted to pimp this !

  • dm_drift - Back with a vengeance!

    • Warby
    • October 17, 2006 at 6:13 PM

    this is hot stuff i have no suggestions for improuvment except add custom content

  • de_jaguar - WIP!!! - WARNING, Image heavy!

    • Warby
    • October 17, 2006 at 6:11 PM

    iam not tlakign at all about the fog the ligthmaps go aroudn corners without any cut which is usualy somethign you want but here it takesshadow and ligth aroudn the corners where it doesnt belong

    @Pericolos0 yes indeed it does ^^

  • de_jaguar - WIP!!! - WARNING, Image heavy!

    • Warby
    • October 17, 2006 at 2:42 AM

    either you found some cool lighting trick to make the lightmaps much MUCH smoother ( smoother to the extend that it allready hurts the overall look) or in your map you have ALOT of props that should better be world-geometry !

  • Level design for Painkiller

    • Warby
    • October 17, 2006 at 2:29 AM

    i read some stuff about pained (same stuff that you read i guess) ... and yes the overall conept is very interesting. the only problem i see is all their super detailed cool stuff is not instanced ?! very memory ineffecient i say too memoryi neffcient to realize my visions !

    lambert in max ey ?? sorry cant help you there but i thougehd you were suppposed to map for it only in maya anyway

  • Level Design, Modelling, Texture Collaboration Program

    • Warby
    • October 16, 2006 at 9:58 PM

    id give it a try ... as textre and model contributer ( when ever i have time ^^ )

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