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Johannes Burock

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a inner yard

 

post-3575-129588281697_thumb.jpg

 

Yes, the level of detail is stunning, certainly the best I've yet seen in TDM editing so far. Keep up the good work!

 

I'm curious, could you please tell me what "r_showprimitives 1" (typed in the console) gives you for the scene seen in the quote? I'd love to know what kind of performance impact does such a detailed scene have.

Clipper

-The mapper's best friend.

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Really wonderful Johannes!!

... makes me want to climb up there :)

 

Keep up the skillful detail work indeed.

Edited by fllood

"To rush is without doubt the most important enemy of joy" ~ Thieves Saying

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Yes, the level of detail is stunning, certainly the best I've yet seen in TDM editing so far. Keep up the good work!

 

I'm curious, could you please tell me what "r_showprimitives 1" (typed in the console) gives you for the scene seen in the quote? I'd love to know what kind of performance impact does such a detailed scene have.

 

 

about 1000 draws (950) and about 100.000 tris...but i must say there are only worldspawn brushes. I didnt change some of them to func_static...so it should be a bit less...

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about 1000 draws (950) and about 100.000 tris...but i must say there are only worldspawn brushes. I didnt change some of them to func_static...so it should be a bit less...

 

Thanks for the info! :)

 

I was guessing close 100k tris. That is quite a lot, but luckily func_staticifying will help a bit. Remember, though, that it might also add tris since the unseen surfaces are not optimized away in func_statics.

 

The scene is absolutely gorgeous and I truly hope you won't run into performance problems if your scene spans for a longer distance.

 

Keep up the good work, this is certainly an upcoming FM I've got on my radar!

Clipper

-The mapper's best friend.

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I have nothing to contribute except, wow, that is stunning work. Wonderful! :D

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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very very pretty SS there Joh, lighting is a bit over saturated though. And just be aware all the inaccessible non-structural brushwork needs top be converted to func_static to keep the tris/draw count down..

 

I know i know... the lights are not set in this way in final version. This is only for showing the mapprogress and the optical points...in some pics i added additional lights to show the whole scenario.

 

Thanks to all for the positiv replys. If you have something you think it should be added in the pics please give me an idea...you know constructive criticicm is of course positive...

 

And to answer this as well: No, i'm not a professional mapper

Edited by Johannes Burock
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argh, ive got a problem:

 

yes i want to to merge the vegetation in the last pics to one func static...for this i used the little premade models.

the problem is now: i cant merge premade models and cant revert them to worldspawn and then func_static together again...

Is there a way to do this? , or have i to recreate them as worldspawn and so on...(timeconsuming)...

 

Thanks Johannes

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argh, ive got a problem:

 

yes i want to to merge the vegetation in the last pics to one func static...for this i used the little premade models.

the problem is now: i cant merge premade models and cant revert them to worldspawn and then func_static together again...

Is there a way to do this? , or have i to recreate them as worldspawn and so on...(timeconsuming)...

 

Thanks Johannes

 

This is only technical possible in two ways:

 

* use a modelling program to manually merge the models (like Blender)

* use the SEED system http://forums.thedarkmod.com/topic/12107-announcement-lode-system/ However, to do so you probably should wait until v1.04 because the system has been renamed (including all spawnargs). This system can rebuild rendermodels at runtime, so it can combine the various func_statics. (However, I have a hunch that some of the features would not quite be implemented - never tested this).

 

However, what I'd like is to test it, could you maybe extract a small (!) part of your map with the vegetation so I can see which one it is? Then I'd have an actual use case, and not just testmaps to work on.

 

Edit: Anyway, combing all the woodwork first would already improve performance, the vegetation is probably not that relevant :)

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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argh, ive got a problem:

 

yes i want to to merge the vegetation in the last pics to one func static...for this i used the little premade models.

the problem is now: i cant merge premade models and cant revert them to worldspawn and then func_static together again...

Is there a way to do this? , or have i to recreate them as worldspawn and so on...(timeconsuming)...

 

Thanks Johannes

 

Oh, I thought the vegetation is a decal patch with leaf decal texture on it. If those are the vegetation models that comes with TDM, they're not that many polies and one might ask what is the benefit of func_staticifying those anyways?

 

Just leave them as is and func_staticify the geometry-details, those wooden decorations, rooftops and general detailwork. They will most likely simplify the tris count much more than the leaf-models. You can use r_showtris 3 in game to see which surfaces generate a lot of extra tris due to brush worldspawn-status.

 

Typically you want your worldspawn geometry to be as close to a simple boxy-geometry. All the details should be as models or func_statics. Remember, though that you need to monsterclip func_statics and models the AI might bump into, since AI's do not 'see' them.

Clipper

-The mapper's best friend.

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This is only technical possible in two ways:

 

* use a modelling program to manually merge the models (like Blender)

* use the SEED system http://modetwo.net/d...nt-lode-system/ However, to do so you probably should wait until v1.04 because the system has been renamed (including all spawnargs). This system can rebuild rendermodels at runtime, so it can combine the various func_statics. (However, I have a hunch that some of the features would not quite be implemented - never tested this).

 

However, what I'd like is to test it, could you maybe extract a small (!) part of your map with the vegetation so I can see which one it is? Then I'd have an actual use case, and not just testmaps to work on.

 

Edit: Anyway, combing all the woodwork first would already improve performance, the vegetation is probably not that relevant smile.gif

 

 

send u a mappart in a little skybox...did you recived it ?

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send u a mappart in a little skybox...did you recived it ?

 

How and where did you sent it? Email?

 

Edit: Nevermind, yes, did receive it :) I am in the midst of solving an issue, but I will have some more free time tomorrow night and will look at it. Thanx!

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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You do beautiful work Johannes! :wub:

 

I do have an observation though (not a criticism). I see that you seem to use chunkier architecture for your construction technique. It's as if you are doing Voxel art like a Minecraft map (with smaller blocks) then refining the polygonal detail a little more after you've done. The technique seems to be a good way to evenly distribute poly counts to architectural elements. Similar to Serpentine's patch tessellation guidelines.

 

Was this an intentional methodology or just something that is a natural byproduct of your art-style?

Edited by nbohr1more

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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You do beautiful work Johannes! wub.gif

 

I do have an observation though (not a criticism). I see that you seem to use chunkier architecture for your construction technique. It's as if you are doing Voxel art like a Minecraft map (with smaller blocks) then refining the polygonal detail a little more after you've done. The technique seems to be a good way to evenly distribute poly counts to architectural elements. Similar to Serpentine's patch tessellation guidelines.

 

Was this an intentional methodology or just something that is a natural byproduct of your art-style?

 

1. thanks

 

2. dont know what you mean exactly in the last pic with voxel work. The vault should be 8sided like this:

 

http://de.academic.r...llergewolbe.jpg

 

 

3. all i build is improvisation...i'm interestet in the middle ages, so i often read books about and see pics...and when i build i recreate it subconscious...in the upper link you can see the vault and pillar looks like this one on my pick, becuase i've often seen this style in books...its typical.

Edited by Johannes Burock
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so the non finally filled wine cellar....

 

post-3575-129615707693_thumb.jpg

 

the in parts broken pillar at the right side you cant see really good...

 

Wow :wub: Only thing is missing a few more dirt stains, a maybe bit of uneven floor (which looks perfect level to me?) and you got a real winner here.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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Here's an example of Sotha's vaulted ceiling:

 

http://forums.thedarkmod.com/topic/11198-sothas-mapping-thread/page__view__findpost__p__222893

 

As you can see, the proportions of the supports are a little thinner compared to the scene. It has a high-fidelity ornate look but also seems to contrast against the detail level elsewhere in the mission. I'm sure there are more extreme examples but the concept is, for many if not most mappers, the architectural detail level varies wildly from item to item and location to location. So you will have scenes where a beautiful staircase is next to a blocking wall fixture (etc).

 

Your screens seem to show that every element is given about the same amount of detail. This lends a certain appealing aesthetic consistency. It looks like you've down-sampled the whole map from one that was consistently high-poly across the board to a lower resolution version.

 

It might be stifling for some mappers but I kinda think it would be cool to somehow gauge the performance of various detail levels and have a contest where all the architecture in a map has to have this many triangles per doom unit (etc).

 

It's pretty cool that this ability to spread out the detail-level evenly is a natural part of your artistic style.

 

:)

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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