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RAILBACK

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Posts posted by RAILBACK

  1. Amazing job! Specially Like the columns You made but i recommend making MD3 models because making this kind of columns with patches can cost more memory - Also with patches if You will look from the far distance the patches lose some verts and shape is more blocky.. it is good thing but for me it happens too soon (of course optimalization is one of the most important thing but this is small thing in that case in my opinion). 

     

    And one thing - there is no shadow under that desk (last pic). It looks a little weird for me.

    Yea I like making MD3s. I just make brushes in my level and then when it's done, I pull a brush all around my model and then select inside: save as.

     

    No Langerd, glass doesn't cast that much of a shadow....

  2. I like the Marauder. Its detailed with what looks like flanged grade 5 bolts or maybe washers added. Upon closer inspection, it's washers or a raised machined surface. The cage looks stamped with no discernible welds. If it's that detailed I would like to see some other fasteners or details.

  3. I have an error :( What is it?

    I think the only 'error' you have is where you might live. Other than that, a game company should be happy to have you developing for them.

    Look on the QUAKE forums for rgoer. I used to game with him. His name is Roger Cordes. Sure he made maps like "Temple of the Ysalimari" and "Sunset on Coruscant". But that was just a start. If you check the credits on games like The Force Unleashed and Quake 4, you will see his name in the credits. Yea hes talented but he also had to start somewhere. Don't get DIScouraged. Get ENcouraged!

  4. Ase's should honestly be used sparringly. like most models in JKA you need to stay within the normal poly limit allowed by the engine or else it starts to really bog down your compile and may even make it unplayable for some players, causing crashes low fps etc. The trick if you wanted to properly convert a brushed ship to a model is not only a solid design (clean), but to use patches for about 90% of it removing the extra verticies in the process as you build it. Brushes are fine but only if you really know what you're doing and 45 every angle and can visualize it in a triangular poly sense.

    I see most make ase's with thousands of poly's. the second trick is to split it up into multiple ase's JKA doesn't mind generating thousands of poly's so much as long as it's not one item. The difference is visible when a map using this method and  design in the R_speeds and FPS as well as the user's gameplay. Either way Large complex object ase's are honestly not worth the hassle and possible failure of the overall project that may ensue.

     

    Ase's are quiet good for smaller objects (or objects with the model poly limit kept in mind) such as pillars and other misc objects. Keep in mind however that like any work, just because it's an ase and that your are compensaiting the Q3map2's surface meta compile with your own physics (clip) work having to many or too much of an ase designed structure (even in multiple pieces) can result in q3map2 giving you the middle finger as well as other potential problems mentioned thus far.

     

    In other words. I would not make such a large object an ase in a max already this complex. No offense intended etc, just stating why it's not that simple.

    Awesome.. I love a good challenge!

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