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Author Topic: Map:Tooty-b2  (Read 7222 times)
CATAHA


Turrets: +8/-18
Posts: 539


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« Reply #30 on: December 06, 2009, 07:37:56 PM »

Well... about terrain. Few patches wont slow down render badly. Icetrap proves this. =)

PS About wheels - not through solid parts, through spaces between. nvm )
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Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake
A Spork
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Turrets: +37/-230
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« Reply #31 on: December 06, 2009, 07:53:10 PM »

Patches are detail, they dont really affect FPS at all...
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CATAHA


Turrets: +8/-18
Posts: 539


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« Reply #32 on: December 06, 2009, 08:01:40 PM »

Detail brushes help with visibility. They still rendered and need shaders processing ^__^
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Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake
nubcake


Turrets: +49/-85
Posts: 529


« Reply #33 on: December 07, 2009, 08:36:24 AM »

Patches are detail, they dont really affect FPS at all...

I stronly disagree with this. My friend made an alien base out of patches (a small base too) and the FPS hit was enourmous
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TRaK


Turrets: +94/-21
Posts: 442


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« Reply #34 on: December 07, 2009, 01:06:15 PM »

Detail brushes (and patches) cause just as much of a performance hit as structural brushes. The only difference between the two is that detail brushes are ignored during VIS calculations.
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CATAHA


Turrets: +8/-18
Posts: 539


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« Reply #35 on: December 07, 2009, 02:02:40 PM »

Detail brushes (and patches) cause just as much of a performance hit as structural brushes. The only difference between the two is that detail brushes are ignored during VIS calculations.
Thats what i mean. ^__^
Damn, my english almost such poor as my imagination. >.<
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Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake
UniqPhoeniX
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Turrets: +66/-32
Posts: 1376


« Reply #36 on: December 09, 2009, 11:44:14 AM »

Pleeeeeaaaaaaaseee no patch terrain Angry just use phong shading. And at 2.8cm/1gu, trem humans would be 156 cm high... It should be 32gu/meter or 3.125cm/1gu (trem humans 175cm).
« Last Edit: December 09, 2009, 11:45:59 AM by UniqPhoeniX » Logged

ghostisback


Turrets: +8/-1
Posts: 139


« Reply #37 on: December 09, 2009, 02:40:01 PM »

Map Uploaded on Gamezoo ITA clan Server and hosted on Triplex Maps Repo
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CATAHA


Turrets: +8/-18
Posts: 539


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« Reply #38 on: December 09, 2009, 04:51:28 PM »

Pleeeeeaaaaaaaseee no patch terrain Angry just use phong shading. And at 2.8cm/1gu, trem humans would be 156 cm high... It should be 32gu/meter or 3.125cm/1gu (trem humans 175cm).
I discovered that standing human need at least 64gu, otherwise he wont fit by height. So 64*2.8=179,2. I using such proportions in maps and its looking good enough from 3rd view.
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Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake
UniqPhoeniX
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Turrets: +66/-32
Posts: 1376


« Reply #39 on: December 09, 2009, 07:31:34 PM »

You discovered wrong. Bounding box is 56 gu, iirc you need 57-58 to stand.
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CATAHA


Turrets: +8/-18
Posts: 539


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« Reply #40 on: December 09, 2009, 07:50:17 PM »

OMG you right. Just tested. But my proportions also looking good )
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Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake
TRaK


Turrets: +94/-21
Posts: 442


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« Reply #41 on: December 19, 2009, 12:47:55 AM »

Fix your pk3 please. Right now it has 50some shaders in it from various maps, some .arena files, and an entities.def file.

This causes conflicts with other maps (eg. 1984b4) and breaks the shaders in them. Not to mention that it could mess up someone's radiant setup.
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nubcake


Turrets: +49/-85
Posts: 529


« Reply #42 on: December 19, 2009, 04:51:13 AM »

Yeah sorry, just delete it im removing it from trem to be ported to UrT
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