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ut4_dust2
http://www.dswp.de/old/mapping/ut4-dust2-t1266.html
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Author:  SteveMcqueen [ 10.25.09 ]
Post subject:  ut4_dust2

another counterstrike map remake, to be done as a group effort by qwerty and me, stv.

this is gonna a placeholder for all stuff related to the mapping process.

following screenshot is for showing you the speeds...

Attachment:
shot0037.jpg

Author:  SteveMcqueen [ 10.25.09 ]
Post subject:  Re: ut4_dust2

a direct comparison of possible things to come:

first shot is original CS:S
second is what qwerty did so far

Attachment:
css_dust2_1_1950.jpg
Attachment:
bumpt.jpg


it all looks great, now we got to let the black magic work so fps improve! :>

Author:  eXeler0n [ 10.25.09 ]
Post subject:  Re: ut4_dust2

Looks nice, but a bit more light. Good.

Author:  SteveMcqueen [ 10.26.09 ]
Post subject:  Re: ut4_dust2

checking usability of detail instead of structural brushes.,...
after a first run through i got the portals from 16000 down to 9000... seems good so far :)

qwerty you got to give me the textures you used already... so i do not need to texture the map while just needing fast run-throughs for test (and being able to see where i am going :)

a short excourse on portals:
portals are the sections the map is divided into, that tell your quake/urt what it "can see" (=has to render).
usually the less and the simpler the better.

the following shot is taken in my gtk radiant, i did not make the the brushes making the curve detail (left them structural), and this is what the portal file shows me:
these absolutely unnecessary portals are created, only prolonging compile times and probably lowering overall server performance. compiler has to calculate "into" which portals a single portal can "look" into... for every single portal.
had i changed the structural brushes into "detail" brushes they would not be taken into account when compiling the VIS stage, so avoiding the creation of the portals.
Attachment:
portals.jpg

Author:  SteveMcqueen [ 10.26.09 ]
Post subject:  Re: ut4_dust2

Quote:
22:31.02       stv``: there are these 2 boxes on top of each other
22:31.13       stv``: can we change them somehow?
22:31.54       stv``: or change the spawns a bit.... because the rush to the red spot over the long way
22:32.11       stv``: is kind of impossible
22:32.16       qqwertyy: so, of course you can
22:32.34       stv``: of course i can ;>
22:32.53       stv``: i just want to discuss everything i change gameplay-wise
22:33.32       stv``: stuff that is only about looks is not that important, on that i try to imitate CSS dust as good as possible
22:33.32       qqwertyy: ok, im texturing train
22:33.39       stv``: hf
22:33.51       qqwertyy: you too
22:34.03       stv``: i will have you bet :)

Author:  qqwertyy [ 10.26.09 ]
Post subject:  Re: ut4_dust2

take a look, but probably the car models arent appearing. i remember 3 cars but i forget where they are...

edit by stv:

i think one is at right after the the T spawn, if you go right, before you enter the double door.

Author:  SteveMcqueen [ 10.27.09 ]
Post subject:  Re: ut4_dust2

reference vids:



Watch this vid @ Youtube (new Window)




Watch this vid @ Youtube (new Window)

Author:  HumppaLakki [ 10.27.09 ]
Post subject:  Re: ut4_dust2

CS is an aim Game. UrT is movement "AND" Aim!

Nettes Video aber kannst du net vergleichen.

Author:  SteveMcqueen [ 10.27.09 ]
Post subject:  Re: ut4_dust2

ich hab kein CSS installiert...

ut4_dust2 soll sich in etwa spielen wie 1.6, aber eben aussehen wie source (so weit das alles möglich ist).

daher brauch ich das vid um zu gucken wie die map aussieht, nicht wegen der spielweisen der verschiedenen games.

Author:  wurst [ 10.27.09 ]
Post subject:  Re: ut4_dust2

ich hätte noch einen cs16-account...

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