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Polys
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granada
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Joined: 07 Aug 2004
Posts: 1955
Location: England

PostPosted: Tue Mar 21, 2006 5:36 pm    Post subject: Reply with quote

Thanks guys,by the way the lightmapper seems to be working a lot better now Very Happy .

Dave
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granada
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PostPosted: Sun Mar 26, 2006 1:56 pm    Post subject: Reply with quote

Still playing here Very Happy ( up to 2396 polys now ).







Dave
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mappy
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Joined: 18 Aug 2005
Posts: 340
Location: France

PostPosted: Sun Mar 26, 2006 4:16 pm    Post subject: Reply with quote

Wow, you're doing a lot of work here Shocked

Very nice lightmapped map Smile
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Sun Mar 26, 2006 5:46 pm    Post subject: Reply with quote

Cool! Wish we had a community online engine we could give this a go in (running around shooting at eachother of course Very Happy).
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Sun Mar 26, 2006 7:36 pm    Post subject: Reply with quote

That's less than 2500 polys?? Wow.

PJ, get the torque exporter done and it can be plugged in and playes with easily. Smile
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granada
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PostPosted: Sun Mar 26, 2006 7:54 pm    Post subject: Reply with quote

Thanks guys i've got quite interested in this level Very Happy .Adding some detail up to 4474 polys now.




Dave
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Paul-Jan
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PostPosted: Sun Mar 26, 2006 7:56 pm    Post subject: Reply with quote

Dave: Awesome screenshots!

Trucker: Why, do you have an online torque-based community engine running? Smile
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granada
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PostPosted: Sun Mar 26, 2006 8:00 pm    Post subject: Reply with quote

I will try to get a demo up & running,i've got to get a new web hoster as my old one wont take my new debit card.Never told me just loked my site up.

Dave
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Twixn
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Joined: 01 Dec 2005
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Location: Melbourne Australia

PostPosted: Sun Mar 26, 2006 8:30 pm    Post subject: Reply with quote

Wow, it does look amazing!

What do you plan to use for the demo? That engine you
were using (forgot the name)?

-Twixn-
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granada
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Joined: 07 Aug 2004
Posts: 1955
Location: England

PostPosted: Sun Mar 26, 2006 8:47 pm    Post subject: Reply with quote

Quote:
What do you plan to use for the demo? That engine you
were using (forgot the name)?

The CSP engine its cool,i need few lifts & doors.Plus the enemies so it will take a little time.

Dave
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Twixn
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Joined: 01 Dec 2005
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PostPosted: Sun Mar 26, 2006 9:15 pm    Post subject: Reply with quote

Thats the one!

Yeah its a pretty cool engine. I bet your map
will be great in-game.

How would you place the enemies and doors etc?
(i have another thread on my mind)

-Twixn-
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granada
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PostPosted: Sun Mar 26, 2006 9:26 pm    Post subject: Reply with quote

Hi there
It has a tool where you move around your level placing lifts,doors ect.There is also a waypoint recorder for enemies ect.You can scale objects you place.

Dave
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Twixn
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Joined: 01 Dec 2005
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Location: Melbourne Australia

PostPosted: Sun Mar 26, 2006 9:35 pm    Post subject: Reply with quote

Ahh, i see.

Well, good luck with the demo.
Make sure to get it working quickly, id
like to see your map in action Razz

-Twixn-
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Mon Mar 27, 2006 1:02 am    Post subject: Reply with quote

Paul-Jan wrote:


Trucker: Why, do you have an online torque-based community engine running? Smile


Not yet. Wink
No, just adding levels to torque is easy. Just put it and it's textures in a folder, drop the folder in the mission folder, and click and place.

Ok, sounds more complicated than it really is.

This conversation can continue here I don't want to hijack this thread.

That's looking fantastic Granada. The poly count is still quite low.
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Daaark
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Joined: 01 Sep 2004
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PostPosted: Mon Mar 27, 2006 3:33 am    Post subject: Reply with quote

I like it a lot. Reminds me of some of my old DOOMII maps. The textures are the same style as the old UAC lab textures.

Just some comments. You should have light sources. Not just lights thrown about. There is a big difference between someone throwing random lights down, and someone placing them around modelled light sources.

Also on the texturing, you have some odd choices on certain surfaces. You break up things that shouldn't be broken up and kind of kill the illusion.


You cut a window through a type of wall that probably wouldn't have a hole in that place. You cut right through the writing, and where the texture has some kind of metal grating or whole or something. This makes no sense and shows that you just slapped a random texture on this surface without really thinking about it. (or then again, it could be due to lack of adequate textures to work with).


Also on the inside you have a wall texture on the outline of this hole, and it's not aligned properly, and it's just random parts of the texture sticking out. Completly kills the illusion of a hole in the wall, and just looks like a random pattern on some shapes...

This texture would look perfect if it was fitted to those faces. (Imo, this texture should be included in Deled under metal. It's the perfect utility texture for these types of metal surfaces.
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