UPDATE... Map Completed ... call 2B4-Core-Proto-Planet ...

UPDATE... Map Completed ... call 2B4-Core-Proto-Planet ...

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genblood
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UPDATE... Map Completed ... call 2B4-Core-Proto-Planet ...

Post by genblood »

I'm trying to improve my mapping skills ... An during that
process I'm also, learning How-to make models and texture
them in my spare time.

So, here is a possible new map I'm planning on releasing
when it's done ... Here are some screenies .....

UPDATE 2-6-06 MAP RELEASED ....

link for down

Image

Image

Image

Image

Image


I'll post more new screenies new weekend ... I've got to make
a cool skybox ... new texture map and a few more features...http://www.fileuniverse.com/?p=showitem&ID=2349
Last edited by genblood on 06 Feb 2006, 11:51, edited 1 time in total.
Chocapic
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Post by Chocapic »

is this a city or something like that ? :-)
it looks really great, nice features :wink:
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

Obscene polycount features. :|
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Argh
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Post by Argh »

Great idea, but the features aren't even in the ballpark... the round shapes, for example, must have 400+ tris, let alone the cones and things.

Would look very cool though, if the polycount was optimized and good use was made of things like glowmaps.
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SwiftSpear
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Post by SwiftSpear »

Are those 3do features? The texturing looks really weird... If you make simple s3o features like that and can work me up a decent UV then I'd be willing to texture them for you.
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Zoombie
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Post by Zoombie »

Looks somewhat drab, but im sure that was the inteded effect.

Add more buildings, to liven it up and it will be a great city scape.

Also is it a metal map?
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

gen I really like it but a few things...

The ground texture is ub3r low resolution. What program did you use to make it? I'm sure that it would be easy enough to fix that (unless it was unintended).

If you want/need any help just let me know.

I'm digging it dude ;)
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genblood
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Post by genblood »

The ground texture was something I through together ... :lol:
It will get redone before I release it ... I'm working on adding
more models and stuff ... I'm trying to have this map look like
a high tech alien planet that got left behind ....

Here is another screenie of the map ....
Image


I figure in 2 or 3 weeks .... I'll have it complete .........
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Forboding Angel
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Post by Forboding Angel »

thats really nice dude. Can't wait to see it.
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mother
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Post by mother »

Looking cool gen.

BTW People, big curves look like butt because the engine is mipmapping... Don't blame the model[er]..
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FLOZi
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Post by FLOZi »

No matter what anyone says... there are far too many polies being used on those features.
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mother
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Post by mother »

FLOZi wrote:No matter what anyone says... there are far too many polies being used on those features.
That's the second time you've ass-erted that in this thread... :wink:

The number of needed polys is dictated by keeping angles obtuse enough that the engine interperates them as curves. I cannot visually tell where an object wildly exceeds that threshold.

FWIW The 'really big' features will never have many poly's on screen because of the previously mentioned mipmapping.

When I was first testing features I got SJ to compile me an exe that didn't mipmap features. I noticed absolutely no performance penalty w/ my ATI 9800 based card. .

While I wouldn't recommend people making 20k-poly ak's or brawlers, I don't think it's particularly relevant for map features.
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forbidin
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Post by forbidin »

Those structures look interesting.

We won't know how the polies will effect gameplay till we can actually test it.

Looks good. Keep up the good work. We DO need some urban(ish) type of maps, since we don't have any atm. At first glance, it reminded me of the ota urban style maps :)
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Isaactoo
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Post by Isaactoo »

Those features look great!...and if you want to see an example of smoothing in Spring, just look at the lvl. 1 sonar in spring, then in upspring. Also, you shouldn't need to worry as much about pollycount of features, since it will never increase because the players can't build them.

I really like the feature in the last screen-shot, but I hope it's actually composed of 2 features...since Spring uses box collision (using yardmap) it may not look right if a missle hits toward the top. Perhaps you could split it into two features, one for the tower, and one for the ring around it :-) .
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SwiftSpear
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Post by SwiftSpear »

mother wrote:
FLOZi wrote:No matter what anyone says... there are far too many polies being used on those features.
That's the second time you've ass-erted that in this thread... :wink:

The number of needed polys is dictated by keeping angles obtuse enough that the engine interperates them as curves. I cannot visually tell where an object wildly exceeds that threshold.

FWIW The 'really big' features will never have many poly's on screen because of the previously mentioned mipmapping.

When I was first testing features I got SJ to compile me an exe that didn't mipmap features. I noticed absolutely no performance penalty w/ my ATI 9800 based card. .

While I wouldn't recommend people making 20k-poly ak's or brawlers, I don't think it's particularly relevant for map features.

To me they look like 2-3 thousand poly 3do objects mass textured on certain faces. Each texture face is a seperate poly. If they ARE acctually reasonable poly count s3o that are being mip mapped then they are poorly textured, in which case my offer to retexture stands if gen can get me a decent UV map to work with.

mip mapping doesn't bother preformace too much, but massive poly counts can't be supressed by mip map techniques. Poly count does matter with reflection and shadows enabled.
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FLOZi
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Post by FLOZi »

SwiftSpear wrote:
mother wrote:
FLOZi wrote:No matter what anyone says... there are far too many polies being used on those features.
That's the second time you've ass-erted that in this thread... :wink:

The number of needed polys is dictated by keeping angles obtuse enough that the engine interperates them as curves. I cannot visually tell where an object wildly exceeds that threshold.

FWIW The 'really big' features will never have many poly's on screen because of the previously mentioned mipmapping.

When I was first testing features I got SJ to compile me an exe that didn't mipmap features. I noticed absolutely no performance penalty w/ my ATI 9800 based card. .

While I wouldn't recommend people making 20k-poly ak's or brawlers, I don't think it's particularly relevant for map features.

To me they look like 2-3 thousand poly 3do objects mass textured on certain faces. Each texture face is a seperate poly. If they ARE acctually reasonable poly count s3o that are being mip mapped then they are poorly textured, in which case my offer to retexture stands if gen can get me a decent UV map to work with.

mip mapping doesn't bother preformace too much, but massive poly counts can't be supressed by mip map techniques. Poly count does matter with reflection and shadows enabled.


This was also my 'ass-ertion' :wink: They are almost certainly 3do with per-face textures, and, being familiar with the TA textures one can tell that the number of faces there is obscene.
Chocapic
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Joined: 16 Oct 2005, 03:35

Post by Chocapic »

oh well i think its getting really really cool, with quite some more features and work around itll get a really lovely map!
im looking forward to it
I really like tech features btw :-)
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AF
AI Developer
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Post by AF »

Just promise me this map isnt another symetry convention
IMSabbel
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Post by IMSabbel »

mother wrote:
FLOZi wrote:No matter what anyone says... there are far too many polies being used on those features.
That's the second time you've ass-erted that in this thread... :wink:

The number of needed polys is dictated by keeping angles obtuse enough that the engine interperates them as curves. I cannot visually tell where an object wildly exceeds that threshold.

FWIW The 'really big' features will never have many poly's on screen because of the previously mentioned mipmapping.

When I was first testing features I got SJ to compile me an exe that didn't mipmap features. I noticed absolutely no performance penalty w/ my ATI 9800 based card. .

While I wouldn't recommend people making 20k-poly ak's or brawlers, I don't think it's particularly relevant for map features.


I for sure hope you know the difference between mip-mapping and LOD, and n-patches.
Because if "mip-mapping" were the "big new feature", than i would just feel sorry for you.
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mother
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Post by mother »

IMSbabbel wrote: I for sure hope you know the difference between mip-mapping and LOD, and n-patches.
Because if "mip-mapping" were the "big new feature", than i would just feel sorry for you.
Image

:wink:
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