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W3D Engine Test [message #19300] |
Wed, 07 May 2003 18:11 |
Carl
Messages: 165 Registered: March 2003 Location: Washington, US
Karma: 0
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Aircraftkiller |
Carl | okay you just made a complete ass of yourself. i never said they didnt have resolution and i never said they werent materials. i said they werent MULTImaterials and i said the resolution had nothing to do with what i was talking about.
And i made no complaints about the stock WS textures. I made complaints about the way you map them.
And i never claimed to be the texture god. although i do admit, i am better than you. Nothing to show for it? im not exactly a skilled 3d modeler. Send me a mesh and i will texture the hell out of it. knock your socks off.
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Yes, I made an ass of myself... Just remember that you're the one who knows nothing about W3D, yet you're sitting here preaching to me about how you're barely figuring out textures and how they're mapped.
There's nothing unique about how textures are mapped. They all use UVWs. Big fucking deal.
The textures are not referred to as being "Badly mapped" as the way you refer to things... If you were to prove otherwise by actually proving that you *could* do something, maybe my opinion would be different.
Seems like you're screaming like a retard without any idea of what you're talking about. "BADLY MAPPED TEXTURES!!!!!!!!!!!11111111111111111111111111111111 OMG BADLY!!!!!! MAPPED!!!!!1111111 TEXTUARS!1111 WAIT I DONT HAVEASXZE YNHING MYSELF!111111"
Come on now... seriously.
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you have yet again misreffered the information i have been speaking on. again i never said i was barely scratching the surface of texturing and the w3d. i said i had barely scratched the surface of the new method that you obviously know nothing about.
And not all UVW maps are equal.
y0
http://www.dead6.net
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W3D Engine Test [message #19302] |
Wed, 07 May 2003 18:13 |
Carl
Messages: 165 Registered: March 2003 Location: Washington, US
Karma: 0
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and im not backing down. i was merely presenting a concept. But of course if it didnt come from ack first it isnt a good concept.
y0
http://www.dead6.net
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W3D Engine Test [message #19338] |
Thu, 08 May 2003 00:34 |
PiMuRho
Messages: 494 Registered: February 2003
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Ack is correct. Raw polygons themselves are pretty meaningless - your video card will slow down when there's a whole load of textures waiting to be drawn to the screen - it's memory bandwidth we're talking about here. What's even worse than that is multi-pass textures, where any polys have to be redrawn for each material pass.
It doesn't matter what method you use for texturing - UVW maps are basically just projections. Each texture you have stored in the frame buffer (video memory) slows you down when it's drawn. The bigger the texture, the slower it draws (keep them under 512x512)
Ack is also right about the non-map polycounts - you have to bear in mind that your 30,000 polygon map is going to be filled with people and tanks, with a combined polycount that almost equals that of your map (and could even exceed it on larger servers)
Another reason you want to avoid high-poly maps in Renegade is the VIS system. It's not very good. In an engine like UT2003, you can have two rooms each with 20,000 polys, and the engine will only draw one. In Renegade, it's quite possible that it'll draw both...
This whole thing is moot anyway - you're not testing the engine's ability at all, but that of people's systems. W3D has no hard-coded polygon limit. If you want to make a high-detail map, get clever. Brute force is the worst way to do it. There's a whole load of little techniques you can use to make areas look more detailed than they actually are.
Dev Diary
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W3D Engine Test [message #19344] |
Thu, 08 May 2003 02:45 |
PiMuRho
Messages: 494 Registered: February 2003
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That's probably right about vis, but unless I get a huge chunk of free time anytime soon, I won't be making any more Renegade maps, which is a shame as I've got one about 80% done that I just haven't got time to finish off.
Dev Diary
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W3D Engine Test [message #19405] |
Thu, 08 May 2003 09:12 |
Carl
Messages: 165 Registered: March 2003 Location: Washington, US
Karma: 0
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trying to use my not telling everyone what is is as an excuse is bullshit.
I said in my VERY FIRST post that i wouldn't post it publicly because its still just being played with, and i dont have anything written down. I DID however say that, if YOU ACK wanted to know more about it, all you need do is ask, and when i find spare time in my busy life, between school, and my 8 hour a day job, i will tell you what i can.
But instead of asking me what was up, you automatically naysay everything i say.
Thats fine ack, you will be the one shitting your pants when you see it.
y0
http://www.dead6.net
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W3D Engine Test [message #19406] |
Thu, 08 May 2003 09:16 |
Carl
Messages: 165 Registered: March 2003 Location: Washington, US
Karma: 0
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Aircraftkiller | You didn't come up with a concept. Holding a carrot in front of someone with their eyes blindfolded isn't a concept. That's being a jackass, and that's exactly what you are.
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Wow, seems you just described yourself. I remember people having to give you EXTREME amounts of grief before you released YOUR E3 HoN. And you always talk about how you know so many perfect ways to do vis, and all this other stuff. So why dont YOU start sharing?
Oh but wait. Then there might be people who actually make stuff BETTER than you.
y0
http://www.dead6.net
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