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Just some more pics, updated cave...


AluminumHaste

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Nice!!

 

The outdoor shots remind me of the Wood elf city in Greater Feydark in Everquest

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happycheeze.deviantart.com

 

Moddb

 

Gamers Outreach, a nonprofit that uses videogames to raise money for chairty.

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I love the waterfall. I'm having a few problems in my own WIP with one that I'm tempted to just make my own texture for it. I assume that's what you had to do, as well.

 

Nope I created a patch shaped like a waterfall, and applied the "wasser" texture, and stretched it out so it's pretty convincing that it's running water. I also modified a waterfall particle to drop water down.

I always assumed I'd taste like boot leather.

 

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I love the waterfall. I'm having a few problems in my own WIP with one that I'm tempted to just make my own texture for it. I assume that's what you had to do, as well.

 

I've committed my waterfall particle to SVN, you can find it in particles\ah_waterfall.prt and also particles\ah_waterfall_larger.prt if you want to use them. I want to know how the other member got his waterfalls to glow green.

I always assumed I'd taste like boot leather.

 

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nice shots! there are some logic and texture mistakes but I'm sure you are aware of them ;)

 

Logic? This is fantasy lol, logic has nothing to do with it. But I'm curious as to what you are referring too, could you please elaborate?

I always assumed I'd taste like boot leather.

 

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hehe you are right in Thief world :) logically what seem to me wrong are torches. Maybe that's my habit to see torches in corridors of castles and in streets walls, but here you used them in living room. Especially well decorated living room will be better to use chandelior or oil lamb. Besides that fire of torhes soot the wooden ceiling. But I don't think that people look at these detail, so nevermind.. :D

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hehe you are right in Thief world :) logically what seem to me wrong are torches. Maybe that's my habit to see torches in corridors of castles and in streets walls, but here you used them in living room. Especially well decorated living room will be better to use chandelior or oil lamb. Besides that fire of torhes soot the wooden ceiling. But I don't think that people look at these detail, so nevermind.. :D

 

Oh that, I agree completely, the torches are just placeholders for light. Also I haven't gotten to the point where I can add decals yet.

I always assumed I'd taste like boot leather.

 

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It seems that you have a nice terrain outside. I dont have any idea how to do those natural roughnesses, is there any topic or wiki article about this matter?

 

I wrote an article on how to generate terrain using Quake 3's Gensurf, and using another tool to convert it to Doom 3 map format.

I always assumed I'd taste like boot leather.

 

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That would be a model, not really a good idea, as the entire model is rendered if you are within it's bounds, which you always will be if it's terrain. I've been through that.

 

can't you just cut the terrain in peaces, to get ride of that problem? It would be more them a model and so easier to cull.

 

edit: I hope i'm not being a dick, i just like to know this stuff.

Edited by HMart
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can't you just cut the terrain in peaces, to get ride of that problem? It would be more them a model and so easier to cull.

 

edit: I hope i'm not being a dick, i just like to know this stuff.

 

No problem, I understand, I'm assuming you mean that we could create a large piece of terrain and in a 3d modeling program such as 3DStudioMax or Lightwave, chop it up into several pieces and export each piece as a separate model.

That also has it's own problems, for example; texturing. Right now I can apply any texture at any time to each piece of terrain as they are only a bunch of patches. To do so for a model would require a new skin file or perhaps changing the def file for the model.

 

Unless I'm not understanding what you mean.

I always assumed I'd taste like boot leather.

 

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No problem, I understand, I'm assuming you mean that we could create a large piece of terrain and in a 3d modeling program such as 3DStudioMax or Lightwave, chop it up into several pieces and export each piece as a separate model.

That also has it's own problems, for example; texturing. Right now I can apply any texture at any time to each piece of terrain as they are only a bunch of patches. To do so for a model would require a new skin file or perhaps changing the def file for the model.

 

Unless I'm not understanding what you mean.

 

Yes i mean that and texturing would be very tricky indeed. But maybe the work would be worth it if performance and look of the terrain is good. :)

 

By the way why aren`t you guys using the Megatexturing ability of the Doom3 engine?

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Megatexturing works for the most part; I gave it a try a few weeks ago in a outdoors test map, but who really wants to shove a HUGE 2048(x2) or 4086(x2)texture in their RAM?

 

If I render random RGB noise in a 4086x4086 texture (Worst-case scenario for compression's sake), the tga ends up being 49,024 KB! Holy cow! I know my video card won't be able to handle much more than THAT.

 

Think about it: a 2048 diffuse map (12,318 KB) + a 2048 normal map (12,318 KB) + a 1024 Specular Map (4,104 KB) = 28740 KB. That's big. For real. Sure, you can convert them to DDS, but that's still an awful large chunk of RAM.

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Megatexturing works for the most part; I gave it a try a few weeks ago in a outdoors test map, but who really wants to shove a HUGE 2048(x2) or 4086(x2)texture in their RAM?

 

If I render random RGB noise in a 4086x4086 texture (Worst-case scenario for compression's sake), the tga ends up being 49,024 KB! Holy cow! I know my video card won't be able to handle much more than THAT.

 

Think about it: a 2048 diffuse map (12,318 KB) + a 2048 normal map (12,318 KB) + a 1024 Specular Map (4,104 KB) = 28740 KB. That's big. For real. Sure, you can convert them to DDS, but that's still an awful large chunk of RAM.

 

I think you didn't understood the Megatexturing concept, JC made it to combat the RAM problem, it works by streaming a huge texture from the HDD by chunks so a 4086 or even bigger texture would never be loaded entirely on RAM but only 256 or so chunks of it as you walk on the terrain.

 

AluminumHaste i made a terrain to test if i could cut it in chunks without screwing the texturing/uv and i was successful using Modo, if you want i can send it to you for you to test.

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I think you didn't understood the Megatexturing concept, JC made it to combat the RAM problem, it works by streaming a huge texture from the HDD by chunks so a 4086 or even bigger texture would never be loaded entirely on RAM but only 256 or so chunks of it as you walk on the terrain.

 

AluminumHaste i made a terrain to test if i could cut it in chunks without screwing the texturing/uv and i was successful using Modo, if you want i can send it to you for you to test.

 

Please I would love to look at it :)

email it to derick.boe@gmail.com

I always assumed I'd taste like boot leather.

 

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