DD Posted June 26, 2004 Report Posted June 26, 2004 As a matter of fact the chairs are models, but they are just extremely plain ones that I only retextured. I don't really like them but I'm not a modeler and they can't be really that complicated since there are six of them and two more sofa models in the background. Each one of those chairs are only 36 polies, at most, * 6 = 216 polies. The cost it takes in memory and space is more than the render time. You can afford much higher, talking thousands higher, even for hl, and a crappy machine. Each one of those chairs could be 150-250 without a problem even in multiplayer. So lets say those two sofa's are 800 polies total + 250 * 6 chairs = 2300. Let's assume the average player model is 1200 polies. 1200 * (10 players) = 14300 polies. In reality it would probably end up being much lower because I doubt the player models are that high, and sofas. In any case it would be well within the hl limits. You can also group those six chairs into a single model to save even more on speed, maybe .5 frames faster but still :X I'm pretty much maxed as far as brush based entities are concerned. A few more them and HL would crash. This is when I would start grouping as much as possible! Doesn't look like a big map, you have near 400 brush based entities? Yes, model lights would be a nice touch but I would like to see the actual source of the light, as in a bright spot in the model. This would require two models with different settings yadayada... and since I can't use more brush based entities it's out of the question. I just hate the HL1 engine and all its lame restrictions. Yes model lights would be nice. One thing I do, seen others do, rather than having two models, make the bulb transparent (in the model) and add a env_glow in the center. Looks really good. I've seen transparent glass, with chrome inside which does a really cool fake lighting effect. I'm not talking about brush based models, I'm talking about actual models. ie .mdl files. .mdl aren't brush based. They don't count towards the 400 brush based entity limit. These are just suggestions, that could take your map from awesome to super awesome. Quote
-Stratesiz- Posted June 27, 2004 Author Report Posted June 27, 2004 Oh well I'll see what I can do. I've done a lot of grouping already so I managed to drop the brush based entity count to 345. The bad thing about grouping is that it really inreases the r_speeds in the map. I might be able to free two more slots but that's about it. TS requires a lot of breakables and the limit itself is pretty low as well. :/ Yes, model lights would be a nice touch but I would like to see the actual source of the light, as in a bright spot in the model. This would require two models with different settings yadayada... and since I can't use more brush based entities it's out of the question. I just hate the HL1 engine and all its lame restrictions. Oh sorry I was a bit unclear. I meant the light source for the model being an invisible brush based entity as you said. Quote
Duff-e Posted June 28, 2004 Report Posted June 28, 2004 maybe .5 frames faster but still GADZOOKS, I DEMAND MY .5 FRAMES but honestly, optimization is for girls, real men make no mistakes. Quote
GrayFox Posted June 28, 2004 Report Posted June 28, 2004 So, what you're saying is that there are no men?? Quote
zaphod Posted July 3, 2004 Report Posted July 3, 2004 good model tips DD. strat, this map looks beautiful. When you finally release it in the finished work gallery, I wanna move it to the spotlight gallery :x Quote
-Stratesiz- Posted July 3, 2004 Author Report Posted July 3, 2004 Oh thanks sir ~~ That would be an honor. I'm in the process of reducing my brush based entity count so that I could try modelled lights. It will be finished soon. Quote
-Stratesiz- Posted July 23, 2004 Author Report Posted July 23, 2004 So much for modelled lights. I hit a limit of some sort so the models exceeding this limit are invisible. It seems to be 50. Oh well I think I'll settle for improving the chairs. I added some more floor lighting in the large room and changed a few lights elsewhere. I'm also experimenting with detail textures at the moment. Quote
Mazy Posted July 23, 2004 Report Posted July 23, 2004 detail textures sucks, dont experiment with them! PERIDO!1 Quote
-Stratesiz- Posted July 23, 2004 Author Report Posted July 23, 2004 I don't really have much else to do and they can look good. http://www.kolumbus.fi/casimir.tuomi/im ... ithout.jpg http://www.kolumbus.fi/casimir.tuomi/images/hi_with.jpg Quote
Mazy Posted July 23, 2004 Report Posted July 23, 2004 lol i like how its an entire different texture on the other pic Quote
EjrulF Posted July 23, 2004 Report Posted July 23, 2004 lol i like how its an entire different texture on the other pic yeh..indeed :roll: Quote
Mazy Posted July 23, 2004 Report Posted July 23, 2004 If thats what you call detail textures (replacing a low res texture with a high res texture), then i do agree that detail textures r nice but detail textures r the thing where theres like an overlay over the actual texture with a dirt texture (or wutevr you use in the detail texture), unreal has used alot of it. I never really liked it but meh Quote
Cpl.1nsane Posted July 24, 2004 Report Posted July 24, 2004 very nice map.. i love the lighting . Quote
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