Slowly but surely... (ODQ3DM6)
i have it lit but vising it is a pain in the ass.
i have to tear the map apart and change many things . right now the map looks different to make it visportal freindly and it will have less eye candy. got rid of many models that disrupted the same paths as q3dm6 " i get hung up on some models falling down and rocket jumping".
changed textures for the floor and lava.
honestly as O'dium this maps layout seems quake4 unfreindly
but i'll try to keep it as close as possible.
i have to tear the map apart and change many things . right now the map looks different to make it visportal freindly and it will have less eye candy. got rid of many models that disrupted the same paths as q3dm6 " i get hung up on some models falling down and rocket jumping".
changed textures for the floor and lava.
honestly as O'dium this maps layout seems quake4 unfreindly
but i'll try to keep it as close as possible.
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xchaser wrote:change the theme maybe the lost flete texture for this map instead of the gothic look. making the door ways squaed. and less eye candy since it will be a tourney map.
:icon27:
Making architectural changes for vis portals and performance is one thing but if its textured to look like the lost fleet it will lose a lot of the feel of DM6 IMO. People who want to play tourney can turn their textures off on the client-side. Some of us, however, aren't as competitive and actually like a new game/game engine to look like its new (read: eye candy).
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I think he is talking about extra crap like pipes, cables, maybe those fucking stupid short circuiting lights which I hate with a passion on lost fleet, that kind of stuff.Tormentius wrote:xchaser wrote:change the theme maybe the lost flete texture for this map instead of the gothic look. making the door ways squaed. and less eye candy since it will be a tourney map.
:icon27:
Making architectural changes for vis portals and performance is one thing but if its textured to look like the lost fleet it will lose a lot of the feel of DM6 IMO. People who want to play tourney can turn their textures off on the client-side. Some of us, however, aren't as competitive and actually like a new game/game engine to look like its new (read: eye candy).
The textures can be there from dm6 and it wont impact the framerates at all most likely but that extra crap is just fluff, are you looking at the walls and ceiling or are you gunning down your opponent and all that.
We should really just write a document where we have are circular and unresolvable argument laid out and just cut and paste every time this topic comes up. :icon26:
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The point is that maps shouldn't be textured based on tourney players desire to eliminate texture quality. People who want to make a map look terrible can turn down the detail but if its textured blandly those of use who like detail can't exactly turn it up.jester! wrote:
I think he is talking about extra crap like pipes, cables, maybe those fucking stupid short circuiting lights which I hate with a passion on lost fleet, that kind of stuff.
The textures can be there from dm6 and it wont impact the framerates at all most likely but that extra crap is just fluff, are you looking at the walls and ceiling or are you gunning down your opponent and all that.
We should really just write a document where we have are circular and unresolvable argument laid out and just cut and paste every time this topic comes up. :icon26:
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I agree, but its not the textures that are the problem. As I said the problem is the details like pipes, cables, blah blah blah, that add nothing to gameplay, and are there simply to look nice.Tormentius wrote:The point is that maps shouldn't be textured based on tourney players desire to eliminate texture quality. People who want to make a map look terrible can turn down the detail but if its textured blandly those of use who like detail can't exactly turn it up.jester! wrote:
I think he is talking about extra crap like pipes, cables, maybe those fucking stupid short circuiting lights which I hate with a passion on lost fleet, that kind of stuff.
The textures can be there from dm6 and it wont impact the framerates at all most likely but that extra crap is just fluff, are you looking at the walls and ceiling or are you gunning down your opponent and all that.
We should really just write a document where we have are circular and unresolvable argument laid out and just cut and paste every time this topic comes up. :icon26:
Texture it to hell and back, make it look exactly like dm6 texture wise but improve on the resolution so it fits more with the d3 engine, whatever, but cut out the fluff shit that will slow things down for no reason whatsoever other then 'it looks cool'.
Gameplay and framerates > *
The end.
Now are we talking textures, or are we talking brush work, pipes, and other excess shit?
I am sorry but what was it that you thought people wanted? :icon26:o'dium wrote:Ok let me see if i got this right.
You dont want a Quake 4 version of this map, but the Q3 one ported as close as possible, with the only changes made to fix vis and scales?
I think I can manage that.
The pretty pictures people dont want remakes anyway for the most part, they want new maps. The hardcores want remakes of the good q3 maps much more then the casual crowd imo, but even that segment of the community is divided on the issue.
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Tbh I don't care either way about brushwork. What I ultimately want to see is a DM6 which is an adequate tribute to the orginal yet also does the D3 engine justice. Butchering textures to have the same or less detail than Q3's wouldn't do the new game justice IMO.jester! wrote:Now are we talking textures, or are we talking brush work, pipes, and other excess shit?
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which is my point. bring on the textures cause if the q4max team can light w/1 ambient light then id can figure out how to include that as a feature in a new patch, giving new life to those people who cant afford to upgrade now or don't play competitively nor know of q4max and allowing people who can play fully detailed to do so without mappers having to essentially killthe engine for framerates sake.Tormentius wrote:Tbh I don't care either way about brushwork. What I ultimately want to see is a DM6 which is an adequate tribute to the orginal yet also does the D3 engine justice. Butchering textures to have the same or less detail than Q3's wouldn't do the new game justice IMO.jester! wrote:Now are we talking textures, or are we talking brush work, pipes, and other excess shit?
Last edited by prince1000 on Thu Dec 15, 2005 10:18 pm, edited 2 times in total.
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that's why its in quotes. its not vertex exactly, but it accomplishes nearly the same thing (and gives a huge fps increase). as far as i can tell both xbattle and q4max will have this feature when they're officially released. id should include this option for vq4 as standard if they're smart.MKJ wrote:this thing uses an entirely different way of lighting things, ofcourse theres not going to be a vertex mode
Last edited by prince1000 on Thu Dec 15, 2005 10:17 pm, edited 1 time in total.
:icon14:Tormentius wrote:Tbh I don't care either way about brushwork. What I ultimately want to see is a DM6 which is an adequate tribute to the orginal yet also does the D3 engine justice. Butchering textures to have the same or less detail than Q3's wouldn't do the new game justice IMO.jester! wrote:Now are we talking textures, or are we talking brush work, pipes, and other excess shit?
me thinks if we waited a month then this whole lighting fps killer would be a moot point.
combination of lighting and vis render this map unplayable but once lighting config tweaks come out then even without vis this map would fly as is.
as it stands now it would no longer be a true q3dm6 if we have to butcher the map to allow visportals but i'm really making an effort here to avoid that as much as possible.
i will update in the morning .. i got a lot of work yet to go.
mostly testing and tweaking fps .. not looking good so far.
"32 invalid portals removed" even though they are perfect and i'm scrathing my head
and trying a zillion things.
i know it's construction problem not making a proper seal for portals and the q3dm6 layout is to blame.
trust axy .. i'll give it 200% for the next 2 days .
combination of lighting and vis render this map unplayable but once lighting config tweaks come out then even without vis this map would fly as is.
as it stands now it would no longer be a true q3dm6 if we have to butcher the map to allow visportals but i'm really making an effort here to avoid that as much as possible.
i will update in the morning .. i got a lot of work yet to go.
mostly testing and tweaking fps .. not looking good so far.
"32 invalid portals removed" even though they are perfect and i'm scrathing my head
and trying a zillion things.
i know it's construction problem not making a proper seal for portals and the q3dm6 layout is to blame.
trust axy .. i'll give it 200% for the next 2 days .
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Not legally they aren't.Lenard wrote:IMO even the original tex's are fine without any bumpmapping or anything.o'dium wrote:Ok let me see if i got this right.
You dont want a Quake 4 version of this map, but the Q3 one ported as close as possible, with the only changes made to fix vis and scales?
I think I can manage that.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
― Terry A. Davis