alpha "lotr style" map.

19 replies [Last post]
rUnThEoN?!
Skullheadq3's picture
Offline
Joined: Dec 2005
Posts:
Re: alpha "lotr style" map.

i could easily run the map with 120 hunkmegs Surprise anyways, 2-3 things:
get more light and dont build an infinitive room, once you made one pillar, you can copy paste it.

dont make entities overlapping though. Winking and clip those damn pillars afterwards lol.

hurrenson: "This idiot is apparently not familiar with a rail/sniper style."

METEORKID
Forum moderator Rank moderator
Meteorkid's picture
Offline
Joined: Feb 2010
Posts:
Re: alpha "lotr style" map.

skull read my other posts then you will know what i'm planing Smug it wont be some infinite room it will have distinct areas within it (from the film) however i do want to have some area to have the feel of it going on and on (trigger hurt brushed stop you from wondering to far into the dark). I will clip the pillars np and also z-fighting it is the curse of the mappers however its easy to remove. At the moment i'm only using a white texture, that will change. also i will add more lighting later but apart from more pillars there ain't much purpose to having light at the moment so i only used one light.


rUnThEoN?!
Skullheadq3's picture
Offline
Joined: Dec 2005
Posts:
Re: alpha "lotr style" map.

you can not build such a room in q3, the amount of rendering needed accelerates like the size of a paper the gets doubled.

hurrenson: "This idiot is apparently not familiar with a rail/sniper style."

METEORKID
Forum moderator Rank moderator
Meteorkid's picture
Offline
Joined: Feb 2010
Posts:
Re: alpha "lotr style" map.

wrong with fog culling you can as i have defined a area which is rendered by distance and then make the culled out areas hidden with fog its and oldschool trick Winking the map you just tested ran at 20fps without it and 125 fps easily with it. so apart from the compile limit i can map it very big indeed.

It is more easily seen in devmap mode with r_showtris.

This was the primary test i was performing with this map btw to see if it could figure out how to do it.


rUnThEoN?!
Skullheadq3's picture
Offline
Joined: Dec 2005
Posts:
Re: alpha "lotr style" map.

ah, the fog explains a lot. btw, the top of the pillars is even nicer.



and what about dwarves?

hurrenson: "This idiot is apparently not familiar with a rail/sniper style."

METEORKID
Forum moderator Rank moderator
Meteorkid's picture
Offline
Joined: Feb 2010
Posts:
Re: alpha "lotr style" map.

They all died :'( hey i could add a bonus feature! A fossilized dwarf! it would let me practice some modeling.
ps: Its odd how screen shots always map the lightmap look horrible maybe something are devs could look into Winking
.


rUnThEoN?!
Skullheadq3's picture
Offline
Joined: Dec 2005
Posts:
Re: alpha "lotr style" map.

meteor, thats imo rather a problem of jpeg compression? Winking

hurrenson: "This idiot is apparently not familiar with a rail/sniper style."

METEORKID
Forum moderator Rank moderator
Meteorkid's picture
Offline
Joined: Feb 2010
Posts:
Re: alpha "lotr style" map.

maybe be able to capture with not jpeg or tga but some thing else then. like png i dunno if this is possible. Confused i suppose i could just use 3rd party products.


rUnThEoN?!
Skullheadq3's picture
Offline
Joined: Dec 2005
Posts:
Re: alpha "lotr style" map.

q3mme features png.

hurrenson: "This idiot is apparently not familiar with a rail/sniper style."