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How many different textures (diffuse map) are currently used in this map and what is their average resolution.
There are 64 files totaling 200 megs. Still under the 350 meg budget. They are all 1024X1024 tga’s due to the use of texture baking instead of compiling with the normal light pass. The only light used in Radiant was an ambient fill with a low setting so the overall light balance can be controlled by r_lightdensity.
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How many surfaces are normal/bump/parallax mapped. And how do you decide which surfaces should have specular level.
Only a few surfaces are Normal and spec mapped. As a test map it makes it easier to see the differences in real time. In general advance map type should be used over and above the use of a shader (painting with lights remember) and in this case the only shader used was for glass opacity. Shader is far to resource hungry to be used for anything else but utility purposes. In theory all surfaces needs some kind of spec but can get really expensive budget wise.
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How big is the .pk3 file.
The PK3 is massive. It’s comes in at 106 megs and as compared to Two Towers which is 76 megs so the amount of assets in a single map like Grand Hall is greater than say a map like Casa.
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And last, how much polygons are those drapes made out of
4k poly 8k tris and the armor is 20k
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Will the Grand Hall be part of Two Towers,or is it just a separate test map?
No Grand Hall is totally an internal test map based on assets we bought that we do not own the rights to beyond using it for visual representation such as this video. Grand Hall is intended to answer the question of how far can we push the engine using geometry rather than brushes by adding dead weight and the result is the engine wants to keep going and it’s the tool limitations that are the problem and break.
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Huh.What was the average FPS count like?
Well by average there are two ways you can go. Based on local 125-126. With player loading on my 5 year old Intel 2.X 4 megs of ram and Nvidia 8800 GTX 512 the average is about 110 FPS at 1920X1200. Keep in mind that this is with out vis blocking or any optamization that would distort the purpose of having it as a test map.