#5149 posted by JneeraZ on 2008/10/04 01:11:25
Then what's taking days upon days of VIS time? Is your computer older maybe? Nothing else in those shots looks particularly VIS unfriendly...
Well
#5150 posted by madfox on 2008/10/04 01:20:25
The map is rather big (8Mb) and fast vis takes no time.
R_speeds are extremely high.
I used no func walls, and hardly vis blokkers.
Good To See Some Screenies!
#5151 posted by [Kona] on 2008/10/04 02:03:05
hey madfox nice theme and you've got some nice construction here but the texturing could use a lot of work. if you can't get those big bricks ending in the right place, then i'd use much smaller bricks so you don't notice when they get cut in half. in acrus10.jpg for instance, almost every brick gets cut in half at the edge, which ends up looking sloppy. also things like underneath archways and ceilings don't need to be the same brick texture. the railings i think wood look better in wood too.
Sure
#5152 posted by madfox on 2008/10/04 05:10:24
I crawled out of this map construction with my first suceedment of texture alignment. And as it was the first mistake I never saw in mapping
I experience it as a small improvement.
My first goal was to make the map excist without homs or max warnings.
Reason why I had to take advantage of the mdl files.
And as the texture count grows on 72 it still could have some more archivement.
I'm now on a P4 3Ghz and I never had a longer vising count than 8 houres. After boxing the map the vistime just raised dramatical.
And I can't delete that because the map immedeately starts leaking.
MadFox
#5153 posted by JPL on 2008/10/04 09:20:43
Are you trying to beat the CDA fullvis runtime ? :P
Wide open area needs long time to compile, and regarding the shots, it looks awesome, plenty of details everywhere... You will certainely have to wait for almost the same time before seeing a 100% fullvised map...
Anyway, good luck, be patient, and we all hope to see the release soon..
Keep it up !
?
#5154 posted by necros on 2008/10/04 09:41:52
After boxing the map
are you saying you built a giant box around the entire map to get it to vis? because that would certainly explain why it's taking so long.
Reminder
#5155 posted by JPL on 2008/10/04 10:26:51
fullvis runtime to beat is 1248 hours... As of today, CDA still wins :)
#5156 posted by JneeraZ on 2008/10/04 11:51:28
Oh yeah, OK, if you can't get it to VIS without boxing that would explain your VIS times. Having the process all of the outside stuff that QBSP would normally cull away will double or triple your VIS times easily.
I Reckon
#5157 posted by ijed on 2008/10/04 15:55:24
You need to find the leak, MF. Boxing stuff makes baby Jesus cry.
Ijed Speaks The Truth
#5158 posted by DaZ on 2008/10/04 18:06:27
Or Rather
#5159 posted by negke on 2008/10/04 18:10:48
muh_bad
Ok, But
#5160 posted by ijed on 2008/10/04 18:14:27
'Boxing stuff nails baby Jesus to a wall' doesn't have the same ring to it.
#5161 posted by madfox on 2008/10/05 00:54:24
And on the road the map has crossed was a point where the box wasn't necessary to compile it, but then the max limit was reached and it had many hom's.
but that map ended on a burned out mobo, so make my cahsbox smile.
Just Because...
#5162 posted by Fern on 2008/10/05 07:24:43
Fern Is Back !!!
#5163 posted by JPL on 2008/10/05 10:37:38
Hey ! Nice shot !
Fern Never Leaves...
#5164 posted by Fern on 2008/10/05 16:14:05
"He" is just slow and busy as hell.
LEAVES! FERN!
#5165 posted by Lunaran on 2008/10/05 16:42:51
hey, you can take all the time you want as long as you're branching out! it's good to see you've still got your roots in the community! it wood be great if you posted more shots!
#5166 posted by wrath on 2008/10/05 18:54:42
Shoots.
Actually I Should've Posted This One Instead
#5167 posted by Fern on 2008/10/05 20:01:54
http://www.suspenlute.com/stuff/bigger.jpg
kind of my take on the "r_speeds be damned" concept (though on a much more subdued scale)
Abstract Level Preview
#5168 posted by JneeraZ on 2008/10/05 21:00:04
http://wantonhubris.com/blog/wp-content/uploads/2008/10/abstract_preview1.jpg
Something I'm working on involving custom textures and a sort of abstracted look for a level. This is the general look of the level. I'm keeping the more interesting things to myself for now.
It Looks Like Piet Mondrian Started Mapping
#5169 posted by Fern on 2008/10/05 21:12:14
pretty cool idea Willem, although now I'm really wondering what the textured version will look like.
That Reminds Me
#5170 posted by nakasuhito on 2008/10/06 07:46:17
of this doom2 level i was doing a while ago, but never finsihed because i had no ideas. just made because i was bored :)
http://pablo.kotogoto.com/cymk2.png
http://pablo.kotogoto.com/cymk1.png
#5171 posted by JneeraZ on 2008/10/06 11:38:24
Neat, I like that! Could be some cool possibilities there.
Hehe
#5172 posted by DaZ on 2008/10/06 12:43:35
Those shots remind of me of p0rtal :)
Hmm
#5173 posted by nonentity on 2008/10/06 17:59:40
I like the cel-shaded style Willem, reminds of Warsow a bit.
I actually like Fern's Mondrian 'suggestion', possibly add some random primary colour surfaces (ie, keep the majority as white squares with black outline, but replace a few of the white squares with red/blue/yellow/etc (still with black outlines ofc))
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