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MoonDog

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Everything posted by MoonDog

  1. Adblock. lol.
  2. I had previously used area portals when I need to split (sort of) two areas from each other to increase performance while a barrier is thrown. Increasing the _blocksize in the world spawn is something I have used on large open maps, large terrain maps, etc... Blocksize is automatically 512. Meaning that every X unit, q3map2 will automatically create portal splits on X Y Z. This is why large open maps benefit from a larger blocksize. If you have 512 blocks split on a huge map, vis data can pile up pretty quickly. I'm not sure how other modders use blocksize, but when I was doing JKO/JKA stuff I usually set blocksize to 0 and did my own portal optimization with hint brushes. I don't like how blocksize throws splits, and I don't like having to design around 512 blocks to accommodate this behavior. Usually, I'd end up with awkward splits where I didn't want them, or splits across cells that did nothing to optimize vis. I suppose if you don't want to do much hint optimization, you can rely a bit on blocksize to automatically create some portals. It's not intuitive at all though, as previously stated.
  3. I can end this argument pretty easily. Evasion, I don't think there are any people here who make maps that you'd actually want to pay for the work they put forth. That being said, you sound really organized and that ought to help draw interest.
  4. I don't know. I'm pretty surprised at 6 winning. You can always just put it in adblock later or change the theme.
  5. That shouldn't be your first consideration. The only problem with designing completely around the idea of having the perfectly vis optimized map, is that you will have to make concessions that could compromise the fun of the gameplay in your level. I'd say you should be very aware of your budgets while blocking out the level, and focus on designing something fun that meets your goals. It's best just to be constantly aware of your budgets while designing playspace. You'll know the purpose of each area, and thus will be able to estimate how it will be dressed artistically later on after play testing and iteration. I've played old Q3 maps designed entirely for vis. They tend to have hallway cancer. Thus, are not fun. .
  6. A lot of times when I help people with vis, they do have a ton of vis data. Area portals are not going to fix that. Usually because the levels in question are very large. This I almost always fix by increasing the block size, or making the block size 0 so less arbitrary portals are being created by these automated split blocks conjoining with structural brushes. If you are splitting areas with regular vis design and hint brush usage, that is great. I agree that you design with the intent of using area portals as lightly as possible for an MP map. What usually happens is that people run out of options because of their initial design. There isn't a realistic way to split the vis to reduce the render between two cells, and they have obscene geometry, entities and so forth on both sides of a threshold. Therefor, an area portal helps on performance in those cases. That isn't always a bad thing. Cookie cutter designed levels are not very fun.
  7. Most times I don't come into threads like these until the second or third page. I usually have 2 minutes to glance at Jkhub while I wait on compiles.
  8. I actually don't like Mon Mothma. Not even in the EU books. I'd be content with that character not showing up at all in the movies.
  9. Hey DT, can you send me a link to that demo he had spoken of? I don't have a lot of time atm to search through threads.
  10. Used in conjunction with those low brush count, large triangle dunes, it looks a bit stupid. In the distance beyond the ship. It's just... bleh. That texture, those brushes, gross.
  11. 6 has one of the worst sand textures I've ever seen.
  12. i'd say you are doing pretty well for someone who isn't a LD or an environment artist. I really can't offer you any more without getting my hands on the level.
  13. Oh thanks, I was completely incapable of arriving at those observations by myself. One second, let me alter my personal values.
  14. It's easy to "create" something when you lift 97 percent of your work from a different source. Like I've said though, this is okay because it's "OH SO KEWL" to people. Beyond retarded.
  15. You can add these to your post if you want. First areas after I retouched them. I wish I had pictures of what it looked like before
  16. My first reaction to your screenshots is that the interiors are way too dark.
  17. Don't most of your threads start that way though?
  18. An epic decompile. Tis a fact my love.
  19. Maybe to demo the model, but I'd like to see something a little less confined and RP-y. Layout wise, less of a basin and more of a U-bend mountain range with dips for streams/frozen streams. Get some low poly fur and pine trees for medium distance vista, and some others with a bit higher definition for use in playable space. Architecture wise, I was thinking something like this: Broken platforms and vestiges of other floors could be added to make the space funner for saber combat. Also, stuff like that would be pretty easy to model in a 3D package like Blender Max or Maya.
  20. I dont know why, but something in me is very excited to see a moose walking around JKA. Particularly if some one makes a cool wintery abandoned castle grounds type level with forests.
  21. I knew we should of raised more funds for 4. It's not too late to bribe people though.
  22. I don't know. It was actually a really good discussion for a while, then it sort of just spiraled out of control a few times, stalled and crashed into a mountain.
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