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Posted

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

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Posted

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

Posted

i like it alot :)~ dm_rankin always was one of my fav ut2k4 maps and this is definiately a better looking dm_rankin :D

It looks abit cluttered indeed, but it doesnt bother me. Open enough and areas are well enough distinguishable.

Posted

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.

:?

Posted

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

Posted

I had a question for u Hourences :D

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 :D

Posted

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

Posted

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 :D

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