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warhunter

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Everything posted by warhunter

  1. Awesome, thanks!
  2. I remember visiting a page a while ago, which outlined the SubSpace map format. Does anyone know the link?
  3. No SuSE, its not the same. Continuum draws all the tiles as well as the .lvz bitmaps. Its much more on the system to draw all those bitmaps on top of other tiles. Just try to make a map using 256 bitmap images, and 1 tile to denote walls. You will see how much more it lags. If you place a 16x16 bitmap directly over a tile, Continuum still drew that first tile, so its 2 times the work, for essentially the same effect. So increasing the tileset size WOULD be good. It will increase map file size though, but thats not too big of a deal with all these broadband connections.
  4. it seems like fresca wants to own a zone, but doesnt want to make one...
  5. No clue
  6. Been pretty busy, I might do a few more models in coming time.
  7. The same exact thing happens to me, it seems like there isnt enough space to allocate the necessary amount needed, free up some resources or restart computer.
  8. Tell her "Nice -*BAD WORD*-"
  9. Remodelling all of them would be ALOT of work, too much. If i can find models Ill render them for you.
  10. Ill see what I can do, can you post images or something so I can get an idea of what youre looking for/ inspiration?
  11. I think im gonna work on a new warbird or weasel...
  12. What kind of model would require such a large texture? Either 1.) High Poly or 2.) Youre an idiot. Who would use 540x630 anyways? The computer would allocate space as if it was a 768x768 texture map, so why rob yourself of space?
  13. Yea, and watch your game crawl like a snail.
  14. Bargeld, if youre not a newbie, why so offended by it? Number one sign of being one hehe. Theres no real benefit to using seprate texture maps. You will only be making your unwrapping job that much more difficult trying to unwrap on seprate images. You'd have to be a downright dumb!@#$%^&* to do that. Unwrapping on one 512x512 image IS BETTER than unwrapping onto 4 seprate images because it will allow you to have much bigger chunks of your mesh unwrapped in a bigger area. You are getting confused with planar/mesh mapping. Talk is cheap, you have any examples of your "knowledge" in this area? So far I've only seen a few pretty plain renders from you... You are thinking too logical, and its pretty evident you have no hands on experience unwrapping models.
  15. mister manners, I think we established over a year ago that we aren't accepting any help. Im not sure though, you have to ask one of the other 2.
  16. Thats what most newbies assume, yes, the engine will allocate the same amount of space, but the time it takes to transition through each image in order to draw the triangles will slow the engine down way more than one 512x512 image. Not to mention the added time of loading 4 seprate images into the VRAM.
  17. Answer: Lots of work I use a plethora of programs, ranging from Wings3D (free) to Lithunwrap (free) to Milkshape (20) to Photoshop (700)
  18. Heres the old version (ew).
  19. Heres a remake of my old ship, the stallion, made appox a year earlier. I did it mainly as a test to see how much better I've grown, and how much quicker I can work. The old model's triangle count is around 1500 I believe, and used 4 256x256 texture maps. The new one's triangle count is 1180 and uses only ONE 515x512 texture map. The old one took around 4 days to finish, and this one took a little less than 2 days to texture (around 60 minutes to model) Ill probably add a little more detail in a few areas before I call it done.
  20. Bryce? Hahaha. Sorry but bryce isnt nearly capable of doing that. I used max.
  21. im not really done with the scene yet, i might add a pool table and a stick or something, not sure..
  22. Original color version (I like the B/W one more):
  23. Its alright, not the best I've seen though. It looks a little flat and un-dynamic. Try adding DOF (Depth-of-Field) and some motion blur to those images.
  24. if i did it? of course i did it
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