CATAHA
Turrets: +8/-18
Posts: 539
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« Reply #30 on: December 06, 2009, 07:37:56 PM » |
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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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A Spork
Spam Killer
Turrets: +37/-230
Posts: 1010
rawr
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« Reply #31 on: December 06, 2009, 07:53:10 PM » |
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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 » |
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Detail brushes help with visibility. They still rendered and need shaders processing ^__^
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nubcake
Turrets: +49/-85
Posts: 529
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« Reply #33 on: December 07, 2009, 08:36:24 AM » |
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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 » |
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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 » |
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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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UniqPhoeniX
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Turrets: +66/-32
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« Reply #36 on: December 09, 2009, 11:44:14 AM » |
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Pleeeeeaaaaaaaseee no patch terrain  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).
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« Last Edit: December 09, 2009, 11:45:59 AM by UniqPhoeniX »
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ghostisback
Turrets: +8/-1
Posts: 139
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« Reply #37 on: December 09, 2009, 02:40:01 PM » |
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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 » |
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Pleeeeeaaaaaaaseee no patch terrain  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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UniqPhoeniX
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« Reply #39 on: December 09, 2009, 07:31:34 PM » |
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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 » |
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OMG you right. Just tested. But my proportions also looking good )
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TRaK
Turrets: +94/-21
Posts: 442
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« Reply #41 on: December 19, 2009, 12:47:55 AM » |
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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
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« Reply #42 on: December 19, 2009, 04:51:13 AM » |
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Yeah sorry, just delete it im removing it from trem to be ported to UrT
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