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Grand Hall makes an Entrance
#2
Posted 05 December 2011 - 11:27 PM
oh yay new dressingroom :3 (just kidding man)
Suggestion: Urban Terror needs a theater mode.... /flameshield on
nah but I'd really appreciate a 'dolly cam - being able to set camera location, rotation, speed of movement and such things on a timeline' or good controller support :p
the level of detail is frustrating for me, as I have no time to do(/map) anything... RL sux but yeah, hope some day you/we guys make it up to the top you/we want to reach ;)
Suggestion: Urban Terror needs a theater mode.... /flameshield on
nah but I'd really appreciate a 'dolly cam - being able to set camera location, rotation, speed of movement and such things on a timeline' or good controller support :p
the level of detail is frustrating for me, as I have no time to do(/map) anything... RL sux but yeah, hope some day you/we guys make it up to the top you/we want to reach ;)
This post has been edited by v3nd3tta: 05 December 2011 - 11:28 PM
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#4
Posted 05 December 2011 - 11:35 PM
Looks really good! Expecially the main part of it.
3ds max does wonders, so Yummie! :D
Although it is a demonstration map, you should try to make it with a minimum playability.
Just add 2 or 3 routes into the main part, and 1 or 2 to the opponents spawn.
Not much, just something simple.
3ds max does wonders, so Yummie! :D
Although it is a demonstration map, you should try to make it with a minimum playability.
Just add 2 or 3 routes into the main part, and 1 or 2 to the opponents spawn.
Not much, just something simple.
[img]http://i.imgur.com/vtOLw.png[/img]
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#6
Posted 05 December 2011 - 11:53 PM
I'm really happy to see a video of this map being released. I know it's gonna shut some really big mouths.
The person that hit dislike, i would love to put my foot in his as, cause hitting dislike is just plain envy.
Personally i find this video to be encouragement for me to continue working in max. I believe mappers should get more familiar with this software, especially now that it's free (check my sig for more info on how to obtain a free copy of 3ds max 2012).
I am 150% sure i am moving in the right direction with my work.
Now i have few questions.
How many different textures (diffuse map) are currently used in this map and what is their average resolution.
How many surfaces are normal/bump/parallax mapped. And how do you decide which surfaces should have specular level. I think a lot of new mappers or those unfamiliar with this process should know this.
How big is the .pk3 file.
And last, how much polygons are those drapes made out of. I'm guessing that's a garment with cloth modifier. It looks rather complex, my best guess would be around 4k per drape but I'd like to hear from you guys the exact numbers.
Frankie, I'm guessing this is your work. It looks amazing, i love the armor and the specular on them looks fantastic.
The person that hit dislike, i would love to put my foot in his as, cause hitting dislike is just plain envy.
Personally i find this video to be encouragement for me to continue working in max. I believe mappers should get more familiar with this software, especially now that it's free (check my sig for more info on how to obtain a free copy of 3ds max 2012).
I am 150% sure i am moving in the right direction with my work.
Now i have few questions.
How many different textures (diffuse map) are currently used in this map and what is their average resolution.
How many surfaces are normal/bump/parallax mapped. And how do you decide which surfaces should have specular level. I think a lot of new mappers or those unfamiliar with this process should know this.
How big is the .pk3 file.
And last, how much polygons are those drapes made out of. I'm guessing that's a garment with cloth modifier. It looks rather complex, my best guess would be around 4k per drape but I'd like to hear from you guys the exact numbers.
Frankie, I'm guessing this is your work. It looks amazing, i love the armor and the specular on them looks fantastic.
#7
Posted 05 December 2011 - 11:58 PM
Whoa.
Took 3/4 of the video for it to fully sink in this is a possible Urt map
And the lighting.Just sheer variety of techniques alone was enough to be blown away.
The bloom on the suits of armor was a nice touch as well
Lovely texturing and finer touches,such as the detailing
Will the Grand Hall be part of Two Towers,or is it just a separate test map?
Huh.What was the average FPS count like?
Took 3/4 of the video for it to fully sink in this is a possible Urt map
And the lighting.Just sheer variety of techniques alone was enough to be blown away.
The bloom on the suits of armor was a nice touch as well
Lovely texturing and finer touches,such as the detailing
Will the Grand Hall be part of Two Towers,or is it just a separate test map?
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340k
Huh.What was the average FPS count like?
#8
Posted 06 December 2011 - 12:14 AM
Decoy, on 05 December 2011 - 11:16 PM, said:
[text]news 338[/text]
I know this is not a map that'll be included in the game, but if it was, I can pretty much see the major spots where people will be spawn camping.
The word "Camping" does not exist to me, and I know most people will argue it is a valid stategy, but it always would depend on which team got to a "camping" spot first, that would get the most out of the match. So I think more flanking spots might be a good idea, if this map is released to the community later on. Just my opinion
#10
Posted 06 December 2011 - 12:47 AM
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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.
doing "stuff" with dead things.