Hourences Posted January 24, 2005 Author Report Posted January 24, 2005 thanks for the comments this lighting is my trademark since 2001 or so and one the things im best known for so its absolutely out of the question it is going to go its not that bizzy for ut, it could be far worse (eg dm nirvana), the lights provide a light composition, they are far from placed randomly ut needs lots of lightsources because else the simple lightmapping and vertex lighting wil make it look crap and empty Quote
RD Posted January 24, 2005 Report Posted January 24, 2005 I dig it, also i like the lighting. Its kinda soft on ur eyes . Only thing i dont like, is the outsides are unaccessable, they look too good for that Quote
Pericolos0 Posted January 24, 2005 Report Posted January 24, 2005 i like it alot ~ dm_rankin always was one of my fav ut2k4 maps and this is definiately a better looking dm_rankin It looks abit cluttered indeed, but it doesnt bother me. Open enough and areas are well enough distinguishable. Quote
Lee3dee Posted January 25, 2005 Report Posted January 25, 2005 I really like the look of the first image . but with only 2 screenshots, I want to see more please Quote
ReNo Posted January 25, 2005 Report Posted January 25, 2005 You could always follow the links to see loads more pics Quote
D3adlode Posted January 25, 2005 Report Posted January 25, 2005 Amazing stuff there, looks very original too. Quote
Marcos Posted January 25, 2005 Report Posted January 25, 2005 The map looks awesome. I played Rankin alot in the UT2004 demo. Loved it. Btw, I was browsing your site when this occured: This site is defaced!!! NeverEverNoSanity WebWorm generation 14. Quote
Zacker Posted January 25, 2005 Report Posted January 25, 2005 Very nice work as usual! I think the lightstyles and the amount of them fits the map and UT well. Quote
Hourences Posted January 25, 2005 Author Report Posted January 25, 2005 Lee -> follow links above the pics Marcos -> when did you visitted my site and when and on what page you got that ? That php worm was suppose to been fixed since last month and its working fine for me Map might get delayed a little Getting a friend skin my spitfire and trying some experimental max based animation on them Quote
Marcos Posted January 25, 2005 Report Posted January 25, 2005 Hourences: About 4 hours ago. I browsed your maps and view some pics, and it was DM-Sae - UT2003 that gave me the "error" I still get it, like when viewing this file: http://www.gamedesign.be/Hourences/work/saef7t.jpg EDIT: The link was wrong somehow.. anyway, It occurs when i click on any of the two last screenshots on DM-Sae Quote
Hourences Posted January 25, 2005 Author Report Posted January 25, 2005 Yeah I see now, must have forgotten to fix those htm's, will fix in the comming time Working on a completely new version of the site anyway, this one is utterly old Quote
Minos Posted January 26, 2005 Report Posted January 26, 2005 Looks quite nice as most of your maps. I love the style and lighting on this one. Quote
Lee3dee Posted January 27, 2005 Report Posted January 27, 2005 I had a question for u Hourences Your level contains alot of static meshes. Kinda like my space level, it will also feature alot. Whats the best way to optimize you level when you have so many meshes? So that the players don't loose any fps. Portals? Does the engine prefer meshes over brushes? Just wanted to get some advice on this, based on your experience making levels for the game Quote
Hourences Posted January 27, 2005 Author Report Posted January 27, 2005 My level has a lot of meshes but also a lot of bsp because its indoor and fairly straight on while your level is mesh only and thats correct, your level isnt suited for bsp The stuff is optimized mainly by volume anti portals (occluders, make them as large as possible, not touchable, no more than a dozen a map prefferably) and bsp zoning. You can only zone indoor areas and only when you use bsp so since you dont have both you are going to have rely solely on volume anti portals Smeshes are faster than BSP, both renderwise as memory wise retail mape examples ctf-magma, outdoor and mesh only dm-rrajigar indoor zoned but still mesh only In magma there is a giant zoneportal in the middle of the map I believe, I wouldnt do that in yours, no giant zoneportals please I think you dont have that many meshes yet tho, so you prolly dont have to worry yet. fyi this map has 1200 meshes, 600 brushes, 30 000 meshpoly in view avg, 75 000 max at some spots, 14 zones, 12 anti portals and 500 lights. You are prolly way below that so dont worry yet And be sure to compress your custom textures to dds Quote
Lee3dee Posted January 28, 2005 Report Posted January 28, 2005 I looked on facing worlds and a few other space maps, and yeah they do have a huge zone portal in the middle of the map, I guess thats a no-no for future reference. Oh, and all my imported textures are dds, the file size difference is huge Quote
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