i wonder if there is any way to “tweak” wolfenstein to us more than 1024 vertiges on an objekt?
i mean in an easy way…
such as an autoexec of some kind that people would download and would automaticly set their settings?
i wonder if there is any way to “tweak” wolfenstein to us more than 1024 vertiges on an objekt?
i mean in an easy way…
such as an autoexec of some kind that people would download and would automaticly set their settings?
Why would you need to do that, since you can separate it to 2 or more objectives and it will work the same, plus the handling of it in editor is easier.
because of an allready made:( model of a dragunov…you see it on our homepage in the news…
it’s the one called terrorist sniper
:(
[QUOTE=thunderpwn;185184]because of an allready made:( model of a dragunov…you see it on our homepage in the news…
it’s the one called terrorist sniper
:(:([/QUOTE]
Nice gun, but why can’t you just separate it, it would not be a big job. But anyway that is quite… a lot for a gun !
it is separeted allready in 5 pieces… don’t know if i still have the one with all parts…any way it would be hell skinning all those parts…
The uv coords should remain the same after you separated the objects. That’s how it works atleast in blender. And you can use the same shader for each objective anyway, so that should not be a problem either. But anyway that gun has a lot of vertices, a couple of those in use and ppl on lower end computers will die of lag. :oppressor:
so… the more vertiges the more lag in game?
isn’t that just to set the com_hunkmegs higher?
[QUOTE=thunderpwn;185217]so… the more vertiges the more lag in game?
[/QUOTE]
Yes. If you are anyway familiar with mapping, you know that the amount of vertices/polygons drawn plays a major role in performance. More vertices/polygons you spare, the worse fps you’ll get. That’s why ET-maps doesn’t have too much details. If you want to spare crazy amount of vertices (which seems what you have done), you better try to find maps with the best performance, so the overall performance won’t be unplayable.
You should every now and then play with your full mod in a full server to see how playable the performance is. You have to remember that a lot of ET players are still running on ancient machines, and they might not be able to play your mod with decent fps, thus they won’t join your server. I still hear a lot on pub servers how people complain about low fps, and config tweaking is still quite popular, esp. amongst the competitive playing.
thanx SAGE, i wasn’t familiar with this, never made a map :), thought about making one this year, but i better not start or there won’t be anyone who can play the map… to bad it was an good idea,suiteable for my mod…
a black hawk down map…but it would probably not be playable if i do it
better let the mappers do their thing and i’ll do mine i guess 
[QUOTE=thunderpwn;185238]thought about making one this year, but i better not start or there won’t be anyone who can play the map… to bad it was an good idea,suiteable for my mod…
a black hawk down map…but it would probably not be playable if i do it
better let the mappers do their thing and i’ll do mine i guess :)[/QUOTE]
Don’t get discouraged too easily. These things are not too hard to learn. You just have to be sure you can understand visibility properly before you start making a layout for your map. I suggest you to make small box/test maps or prefabs where you learn to handle the assets, also as you know these forums are great help.
Besides, Sage and many more have surely helped me (and others) out the past few months . It’s like he says:
you know these forums are great help.
So when you feel like mapping, there’s no barrier to stop you… only creativity.
[QUOTE=shagileo;185243]
So when you feel like mapping, there’s no barrier to stop you… only creativity.[/QUOTE]
So true my friend. Sometimes I feel like looking into ebay if they are selling any creativity. Sometimes I get stuck with planning, but luckily I usually have gone over it.
Ps. Capuzzo is almost done and ready for closed testing, I only need to fix/finish a small list of things, but I currently have like 1 hour/day for mapping, thx to finishing my studies. :mad: Don’t tell me how I have been active for all day long, but I have kept updating the site while I work. 
I’ve been reloading that website of you guys ever since I saw the link in Pegazus’ signature.
I’m getting high, only from watching that animated banner (and of course the nice site itself).
Can’t wait to play the map (and see some models xD ).
[quote=shagileo;185245]I’ve been reloading that website of you guys ever since I saw the link in Pegazus’ signature.
I’m getting high, only from watching that animated banner (and of course the nice site itself).
Can’t wait to play the map (and see some models xD ).[/quote]
Thanks for the support shag 
But i have been lazy (as lazy as i am) to update the site, but i will try to do it in couple of days. I got studies too now :mad: Tests basacly every day and a writing test today in PE, Math, Estonian and English :eek: (english is easy)
School bites :stroggbanana:
thanx guys, creative is no problem…it’s everything to learn… don’t have the best patience…
I think the 1024 vert limit is hard coded into the engine. You migth as well either drop the polys or just seperate into groups.
Alpha Red
[QUOTE=Alpha Red;185299]I think the 1024 vert limit is hard coded into the engine. You migth as well either drop the polys or just seperate into groups.
Alpha Red[/QUOTE]
ok…a clear answear thanx… i’ll try a polychop on the model and see what it looks like after…