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Topic: How Many Vertices to a Patch? |
| The_Caretaker |
General Member Since: Jun 8, 2004 Posts: 11625 Last: Jul 7, 2009 [view latest posts] |
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| Ricsta |
General Member Since: Jun 10, 2004 Posts: 933 Last: Nov 27, 2014 [view latest posts] |
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Category: CoDUO Mapping Posted: Tuesday, Jan. 24, 2006 06:28 pm |
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StrYdeR writes...Quote: what is your percentage of structural vs. detail brushes?
you may be able to do something with that to help your count
![[angryalien]](images/BBCode/smilies/angryalien.gif)
So far i have not detailed anythink on the map as i usually do it once its finished. hmm i'll give that a try
As for deleting cool looking curves, i know players dont take much notice, but when i delete a curve and replace it with a brush thats near enough square, it makes it look so bad when i see what i had before.
Well any way i will detail the map and let ya know how it goes and then if it compiles i'll get some in game screenshots for ya.
Oh and bergy, about the spotlights, no i hav'nt got them but thanx for the idea man i will add them, its just connecting the light entity to a null right?
Thanx All
R&R|Ricsta
edited on Jan. 24, 2006 01:29 pm by Ricsta |
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| Ricsta |
General Member Since: Jun 10, 2004 Posts: 933 Last: Nov 27, 2014 [view latest posts] |
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| DadofAzz |
General Member Since: May 24, 2005 Posts: 1233 Last: Oct 17, 2009 [view latest posts] |
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Category: CoDUO Mapping Posted: Tuesday, Jan. 24, 2006 10:29 pm |
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Hey Ric, I didnt get round to saying "Holy s***" man... another awesome map on the way from you.
Now you see those cool looking "looping" cables from light to light ? weeellll whenever I do that I always end up with a boat load of "unable to derive light map" thingy error in the compile
How come most other peeps seem to get away with it ?
doa, wanders off muttering "why me why me" booo hooo "never works for me" "pardon me while I just go and put my neck on the main line mutter mutter mutter" ![[ohwell]](images/BBCode/smilies/ohwell.gif) |
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| Ricsta |
General Member Since: Jun 10, 2004 Posts: 933 Last: Nov 27, 2014 [view latest posts] |
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| Bergy_68 |
General Member Since: Jul 5, 2005 Posts: 269 Last: Dec 7, 2006 [view latest posts] |
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Category: CoDUO Mapping Posted: Wednesday, Jan. 25, 2006 01:08 am |
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Ricsta writes...Quote: StrYdeR writes...Quote: what is your percentage of structural vs. detail brushes?
you may be able to do something with that to help your count
![[angryalien]](images/BBCode/smilies/angryalien.gif)
So far i have not detailed anythink on the map as i usually do it once its finished. hmm i'll give that a try
As for deleting cool looking curves, i know players dont take much notice, but when i delete a curve and replace it with a brush thats near enough square, it makes it look so bad when i see what i had before.
Well any way i will detail the map and let ya know how it goes and then if it compiles i'll get some in game screenshots for ya.
Oh and bergy, about the spotlights, no i hav'nt got them but thanx for the idea man i will add them, its just connecting the light entity to a null right?
Thanx All
R&R|Ricsta
edited on Jan. 24, 2006 01:29 pm by Ricsta
Yes dont forget you can also play with the radius and the cone in the key values...also youre only allowed 32 max switched lights...so use them wisely to get a cool effect. What you could do is delete some of your lights in the tunnels I personanly dont think you need that many...just increase the radius of your spotlight to cover your area.
cya bergy |
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| StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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| Bergy_68 |
General Member Since: Jul 5, 2005 Posts: 269 Last: Dec 7, 2006 [view latest posts] |
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Category: CoDUO Mapping Posted: Wednesday, Jan. 25, 2006 03:07 am |
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StrYdeR writes...Quote: oohhhh...all detail = bad...no way to portal then
![[angryalien]](images/BBCode/smilies/angryalien.gif)
I agree with Stryder Your tunnel foundations leave those and any room structual everything else (Mis. crap detail)!!!
If you have no portals wont that effect slower computers? |
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| Wyatt_Earp |
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Preferred Member Since: Jan 20, 2004 Posts: 628 Last: Jun 6, 2008 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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