Re: WIP screenshots
jal wrote:preparing a gametype, solidfake?
nah, maybe I will use it as a bomb spot objective but that's all
Put the bomb up the robots giant penis?
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jal wrote:preparing a gametype, solidfake?
nah, maybe I will use it as a bomb spot objective but that's all
Put the bomb up the robots giant penis?
naaah, stupid!
you need to bomb his testicles
Zebus, you'd posted a screenshot of the map some time before.
i found the spacer looked pretty good there actually ![]()
Is there no command for showtris in .5 now?
devmap should show tris
For instance devmap wca1 in warsow to launch the map in developer mode. It's how you add bot pathing as well, and has all cheats on. Useful.
For instance devmap wca1 in warsow to launch the map in developer mode. It's how you add bot pathing as well, and has all cheats on. Useful.
This doesn't work either. It used to be cg_showtris 1 right? Well now it doesn't work at all.
r_showtris 1
r_showtris 1
Weird. I thought I tried that too. That's why I was thinking it was cg instead of r. I guess I'm rustier than I thought ![]()
goochie you want to see my name on the wall? most people do. just let it go and embrace it for what it is.
Last edited by WHAT!! (2009-09-02 02:36)
goochie
I like the atmosphere in the pic, I think it's what all Warsow maps should look like. Your latest maps + outlines look way better than any basewsw map + outlines (except for bomb maps).
WHAT!! wrote:goochie
I like the atmosphere in the pic, I think it's what all Warsow maps should look like. Your latest maps + outlines look way better than any basewsw map + outlines (except for bomb maps).
Sorry, my sarcasm detector was broken haha. I've been trying to do a style closer to the colors and textures you'd find in comic books (I have a copy of #4 Akira sitting next to me for reference to some other things I'm doing) so it's good to hear someone likes the direction I'm taking.
Hey Anthy, make sure you fix the texture alignment stuff with the rock walls. Just open up surface and hit "axial" and it'll set everything to zero for the alignment.
Here are some new shots of the outside area. I had to tear down a whole wall after getting some kind of weird glitch where everything turned completely black (no matter what texture or shader) so I had to rebuild it and ended up putting in a little cove thing at the top of the cliff. I added some shrubbs and some wall detail, as well as working out how I'm going to do the architecture around the ramp going up to the top portion of the map.


I also started on the terrain for the opposite side, which I would like to be almost entirely terrain if possible, but I don't know if I have the patience for that.

I told someone that I was doing terrain on AIM tonight (they play warsow) and they freaked out thinking their computer couldn't handle it. Here is a screenshot using showtris just to illustrate that it's easier on the engine than even some of the most basic brushwork is.

I wrote a phong shading script for the rockwalls so the light blends over the edges of polygons, which gives it the effect of being a more smooth flowing surface. Works well for shit like this.
Last edited by WHAT!! (2009-09-02 10:34)
Nicely done! It really is looking great. Looking forward to it!
very nice, but I didn't expect anything else of you ![]()
is that grass a model or just two patches?
very nice, but I didn't expect anything else of you
is that grass a model or just two patches?
Just two patches intersecting one another.
Thank you ![]()
That pipe in the background seems a bit tris-evil. Maybe you could try it exporting it an ASE model with a big subdivisions value to reduce triscount a little. The map is looking great (houses!
)
That pipe in the background seems a bit tris-evil. Maybe you could try it exporting it an ASE model with a big subdivisions value to reduce triscount a little. The map is looking great (houses!
)
Pipes of that and even much much higher tris detail were in my first version of this. Aside from the pipes right there, I'm hardly using any meshes at all. The only reason that they are super tris evil here is because I run everything on ultra high.
Here are some tris shots from the original for comparison on the same settings as taken in the screenshots above.


I never had one person complain of frame rate drops with that map and hundreds of people have played on it over the last year. I just kind of use that as my benchmark for what works. That's kind of why I made Paradigm last year too. The ENTIRE THING was made of meshes and curves, and still, only a small handful of people had even marginal rates of drops. I made BIW on a 2ghz athlon emachine with 512 megs of ram and onboard video with only a slight drop in frame rate on medium settings. ![]()
I haven't been able to sleep all night. Tinkered with the sand texture to see if I could squeeze more depth out of it by adjusting the hue. I think it looks better yay/nay?

on ultra high.
Ah, ok, then.
P.S: God, the tris at that second shot curve is scary ![]()
that leds me to believe that warsow has quite a fast renderer atm,
nice work vic and jal ![]()
Jal, here is a screenshot from What's Paradigm. Your game is more streamlined than you think..

I get a steady 125 FPS capped on that map. Only maybe 4 or 5 people told me in game that the map caused them to slow down a tiny bit, but when it was released we played the ever loving hell out of that map. It slowed a few people down, but for christs sake LOOK at it. That didn't stop them from playing it.
The whole thing was just an experiment to see what the engine could do across the board and the game passed with flying colors.
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