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Mapping for UrT HD - Page 2 - Custom Map Makers
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Mapping for UrT HD

General mapping discussions
flajeen
Posts: 289
Joined: Wed Aug 17, 2011 7:13 pm
Location: Évora, Portugal

Re: Mapping for UrT HD

Postby flajeen » Sun Oct 16, 2011 10:51 am

This is good. Finally Urban Terror can get the visual quality that it needs.
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Rylius
King wiki
Posts: 232
Joined: Wed Aug 17, 2011 8:14 pm
Location: Germany
Contact:

Re: Mapping for UrT HD

Postby Rylius » Sun Oct 16, 2011 10:59 am

I run 4.1 faster than most of other players. I can actually play on 50 slot servers with solid 125 FPS and graphics pushed to the max. 4.1 doesn't use the GPU, it's all CPU, while in HD it's the other way round.

I can agree on Blender 2.4, but they reworked the UI in 2.5 and it's a HUGE improvement. I picked it up pretty fast. Key is the learn the keyboard shortcuts for a bunch of actions.
Radiant is so basic it doesn't take more than a week to learn most features tbh.

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johnnyenglish
Space cake
Posts: 898
Joined: Wed Aug 17, 2011 9:23 am
Location: Nottingham, England

Re: Mapping for UrT HD

Postby johnnyenglish » Sun Oct 16, 2011 11:07 am

That link by 27 which del posted is a good example - at least in the version of max I have it even has a lot of low(ish) poly tree types included.

I'm so pleased the engine designer has made this post - his terrain is max mesh - it's probably time to take the hint and start considering a different way of making maps.

MajkiFajki

Re: Mapping for UrT HD

Postby MajkiFajki » Sun Oct 16, 2011 11:09 am

We have to buy software for $$$ to make a map for free game.

O tempora! O mores!

flajeen
Posts: 289
Joined: Wed Aug 17, 2011 7:13 pm
Location: Évora, Portugal

Re: Mapping for UrT HD

Postby flajeen » Sun Oct 16, 2011 11:10 am

Blender is free.
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Delirium
Posts: 366
Joined: Sat Aug 27, 2011 8:37 am
Location: Auckland, New Zealand

Re: Mapping for UrT HD

Postby Delirium » Sun Oct 16, 2011 11:39 am

Look, you can still map in Radiant... Shits sake, they haven't removed mapping in GTK completely and you CAN convert brushwork from Radiant to and ASE thus making HD render your map as a model. Its not a big a fuss as people think it is, Surfs are now rendered in batches from the GPU too so in all models and brushes are rendered the same, just like they are now just a heck of a lot fast.
Which now gives us the ability to add a lot more detail weather it be brushes or models. I got NulL to clarify this for us, to be honest... I'd take NulLs understanding of mapping over Frankie's (no offense to Frankie)

Honestly there's no NEED to switch to Max, sure it might be a lot easier and we can add a lot more detail more easily than before, but thanks for bringing this up cause I've investigated and found I can stay right where I am :)

We can just use those really tris expensive models we've always wanted to use from random online sites :D
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ValkoVer
Posts: 176
Joined: Mon Aug 22, 2011 11:01 am
Location: Poland

Re: Mapping for UrT HD

Postby ValkoVer » Sun Oct 16, 2011 2:00 pm


MajkiFajki

Re: Mapping for UrT HD

Postby MajkiFajki » Sun Oct 16, 2011 2:17 pm


bludshot
Posts: 111
Joined: Fri Sep 23, 2011 12:12 am

Re: Mapping for UrT HD

Postby bludshot » Sun Oct 16, 2011 7:42 pm

.
Last edited by bludshot on Thu Aug 02, 2012 5:18 am, edited 1 time in total.

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Delirium
Posts: 366
Joined: Sat Aug 27, 2011 8:37 am
Location: Auckland, New Zealand

Re: Mapping for UrT HD

Postby Delirium » Sun Oct 16, 2011 10:27 pm

The Millions of light entities are only good cause it makes bumpy look a lot more realistic, Oaks is the only map which I have EVER used the light entity, and I hate it lol... Shaders are so much easier and look a lot more realistic than the light entities. I'd say for night time maps the light entity is the way to go.
But the "New" method by FrankieV doesn't seem much like a new method at all to be honest...
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