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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: How Many Vertices to a Patch?
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoDUO Mapping
Posted: Tuesday, Jan. 24, 2006 10:42 am
Another place to cut alot of verts in in all your railings. I know they look nice, round and curved.. but that takes ALOT of verts to do that. Make them square and straight.
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slyk
General Member
Since: Nov 9, 2004
Posts: 54
Last: Feb 14, 2006
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Level 3
Category: CoDUO Mapping
Posted: Tuesday, Jan. 24, 2006 12:26 pm
Just posting to post... ;)

Railings, flags, everything small cylinders that could be a 2x2 or 4x4 detail brush. It may look awesome but when you start to sacrifice performance and compiling capabilities, something has to go. It does look awesome but....

Besides, start with the small/easy stuff. Most players don't even notice it and those that do give you a 'woooooowww' once or twice and then move on.
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Ricsta
General Member
Since: Jun 10, 2004
Posts: 933
Last: Nov 27, 2014
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Level 7
Category: CoDUO Mapping
Posted: Tuesday, Jan. 24, 2006 06:28 pm
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]


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
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Level 7
Category: CoDUO Mapping
Posted: Tuesday, Jan. 24, 2006 08:23 pm
Sweet!

for a quick test i decided to select all structurable brushs in my map and detail them all.

My maps now compiling and the error has not appeared yet, fingers crossed :D
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DadofAzz
General Member
Since: May 24, 2005
Posts: 1233
Last: Oct 17, 2009
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Level 8
MODSCON
Category: CoDUO Mapping
Posted: Tuesday, Jan. 24, 2006 10:29 pm
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]
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Ricsta
General Member
Since: Jun 10, 2004
Posts: 933
Last: Nov 27, 2014
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Level 7
Category: CoDUO Mapping
Posted: Wednesday, Jan. 25, 2006 12:24 am
Thanx DOA :D

eRM with the wires i just make a brush like 1 x 1 unit if i remember righly, and then made a square bevel, rotate it so its laying flat and then grab the middle vertice and pull it down a bit so it bends.
I got some problems before with really long wires that are angled alot.

Good luck mate and thanx for the comment

Cheers All

R&R|Ricsta

edited on Jan. 24, 2006 07:31 pm by Ricsta
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Bergy_68
General Member
Since: Jul 5, 2005
Posts: 269
Last: Dec 7, 2006
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Wednesday, Jan. 25, 2006 01:08 am
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]


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]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoDUO Mapping
Posted: Wednesday, Jan. 25, 2006 02:38 am
oohhhh...all detail = bad...no way to portal then

[angryalien]
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Bergy_68
General Member
Since: Jul 5, 2005
Posts: 269
Last: Dec 7, 2006
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Wednesday, Jan. 25, 2006 03:07 am
StrYdeR writes...
Quote:
oohhhh...all detail = bad...no way to portal then

[angryalien]


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
Preferred Member
Since: Jan 20, 2004
Posts: 628
Last: Jun 6, 2008
[view latest posts]
Level 6
Category: CoDUO Mapping
Posted: Wednesday, Jan. 25, 2006 04:14 am
To answer the original question

Multiply

width x Length = total verts

If your terrain is flat, you only need 4 x 4 patch's. Nothing more. Just stretch them....


edited on Jan. 24, 2006 11:15 pm by Wyatt_Earp
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