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Thread: offtopic Gallery Thread

  1. #971

    Re: offtopic Gallery Thread

    So does UT3 use BSPs or some other structure, and how much of that is part of the bsp/other and how much is scenery type stuff?

    And I love Republic Commando. Why, does that use the unreal engine? Gears of War was also based on the unreal engine, wasn't it? But it doesn't matter. The engine fucking rocks, it's just the game they made with it, UT. It's just... ugh.

  2. #972
    alter vos Dole's Avatar
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    Re: offtopic Gallery Thread

    Quote Originally Posted by Ð4ÑØ * View Post
    also

    *stuff*
    And that's only some half-textured geometry... :o

  3. #973
    Entity Zero PlasbianX's Avatar
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    Re: offtopic Gallery Thread

    Quote Originally Posted by Rob Oplawar View Post
    So does UT3 use BSPs or some other structure, and how much of that is part of the bsp/other and how much is scenery type stuff?

    And I love Republic Commando. Why, does that use the unreal engine? Gears of War was also based on the unreal engine, wasn't it? But it doesn't matter. The engine fucking rocks, it's just the game they made with it, UT. It's just... ugh.
    Im not totally sure, but i know maps on UT2004 needed to be made with brushes in unreal editor, and scenery was made in maya or 3ds max and imported in.

  4. #974
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    Re: offtopic Gallery Thread

    well that scene taught me alot of how the thing works.

    to get this, you need to lose the idea of "level geometry" and "scenery"
    UT has neither.

    im basing this purely off what i learned off this piece of scene, and a few things Dano told me.

    UT works wtth Brushes for basic geometry, yes. but in the end, you'll propable maybe see 5% of all the brushes you make.

    that image, all you see are things called "static meshes" you can compare them to scenery in halo, or to clothes on a skeleton.
    exept for the most back-placed walls and floors. those are "terrain brushes" and normal brushes you use for walls etc. the flesh on a skeleton.

    walls are usually optimised, and purely flat. flat as in Hang 'em high flat. they represent the most basic geometry, just flat walls, roofs and floors.
    you then dress them up with static meshes. these things are all instanced, and only rendered when they're in view, this is rediculously fucking eficcient from what i've seen.

    also, my brain is on the verge of shutting down because it's late, so cba going deeper. this is what i figured out so far though.

  5. #975
    I R Serious Texra DaneO'Roo's Avatar
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    Re: offtopic Gallery Thread

    ^ yep, pretty much correct.

  6. #976
    chilango Con's Avatar
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    Re: offtopic Gallery Thread

    Quote Originally Posted by Ð4ÑØ * View Post
    The sides of the short wall and the floor textures are kinda meh, but everything else looks fine. Good work.

  7. #977
    I R Serious Texra DaneO'Roo's Avatar
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    Re: offtopic Gallery Thread

    The floor tile thing is just a random placeholder tile I had sitting in one of my folders, it's a remake of a halo 3 tile anyway so I can't use it for UT3 even if I wanted to. The actual floor of the bridge will be alpha blended with a very large tile sorta thing and dirt/moss, seeing as the map is going to be bridging a large rainforest ravine thing.

    The sides of the short walls, I dunno I like that texture, but It doesn't work well there. Still testing alot of places to see what looks good where.





    It looks much better here

    Red base tele room btw.

  8. #978

    Re: offtopic Gallery Thread

    how many megapixels worth of texture do you have for that map already? How much can ut3 take?

  9. #979
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    Re: offtopic Gallery Thread

    alot, considering most of their chacaters have 2x 2048 maps.

  10. #980
    +rep to cure coronavirus n00b1n8R's Avatar
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    Re: offtopic Gallery Thread

    tbqh, it's starting to look too crowded.

    awesome textures, but a few more areas with less detail (like what you've done on the wall) would go a long way.

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