Hogwarts


(geegen) #81

wow I love it :slight_smile:


(iwound) #82

very good looking map. but to simply optimise it you need to remove the unneccasary detail. ie on roofs etc
this is why et maps look basic.
also simplify all other detail. change steps to slopes.
reduce detail in the rock. anything that will hardly be noticed will help speed things up.
dont spend ages on t-junctions until the last stage to save that little bit extra.
be creative. use textures to give the illusion of detail.
its amazing how much speed you can gain without loosing too much on the visuals.


(DeatH) #83

I’ll bear that in mind iwound. I’m having problems with Radiant at the moment so may take me a hell of a long time to get going again.


(panthera_pardus) #84

I’d like to check your .ase models but couldn’t manage to open them.
Is there any tip you can give?? Like which program did you use??
I know it’s a long time ago but please :slight_smile:


(stealth6) #85

Did you manage to extract them?
Normally you can see ase models in radiant. If you want a quicker tool try googling for a q3 ase viewer or q3 model viewer. That will probably work for ET too.


(Mateos) #86

He probably exported the brushwork into ASE, like Oasis water tunnels :slight_smile:


(KeMoN) #87

If you’re talking about the .ase models that I created for DeatH, then please follow the instructions in the corresponding post to extract them.
The pack should contain the models (.ase) and also a .map file (judging by my post; haven’t checked the pack).
You can view the .ase models either in your radiant or with Npherno’s MD3 compiler. I don’t have the link for it right now. Please refer to wolffiles or google for it.

You can’t edit .ase models though. If the pack contains the .map, please feel free to apply all changes that you feel are necessary.

I would highly appreciate it, if this project would come back to life!


(diaboliksmart) #88

Can we have an abstract of the last version please ? In 7 forum-pages not sure to get the right link … And are omnibot-files available please ?


(Mateos) #89

Here’s the link to the source; The map isn’t released and isn’t at a playable state.


(DeatH) #90

Small update as i haven’t done any for a while now.

Map has just over 10,000 brushes, it’s getting to be too big of a project. I’m debating releasing the source for others to mess about with.




(XaNaX) #91

omg dude you cant do this to us lol, this map is going to be awsome! it already looks it. just stay with what you have and start thinking about objectives and stuff. then add all the small stuff


(Mateos) #92

I think you’ve misunderstood him, it is too huge to have a comfortable gameplay, I guess the FPS are not that good on the current build :confused: I can’t help you much, I’ve seen yesterday the VIS phase for CAHA Tavern (17 seconds), and I’m still wondering how redRum had it so quick o.o

The work is stunning, it should be released and make it working, maybe you can ask a mapper to help you on optimization hand?


(Tardis) #93

Dont give up Death You map looks fantastic - I do know it takes time and these days a lot of people dont have it to spare but if you need help with this project let me know I can offer my time to help you :wink:

You have had a lot of replies on your Thread and when you have a working map a lot of people will play it because of the “Magic:smiley:


(DeatH) #94

Got the MAX_ORIGINAL_EDGES error.


(ailmanki) #95

You have to optimize T-Junctions.


(Mateos) #96

You do this by dragging edges, to have less brushs?


(Avoc) #97

Or converting some of the brushes to models.


(DeatH) #98

Well, i definately have my work cut out for me. To make matters worse i thought i WAS optimizing my T-junctions as i was making this :frowning:

I need to upload the source somewhere…


(ischbinz) #99

dunno if this MAP fiel works for et-xreal
but if you send me the source - i d host it for a while - i m sure a lot of et dl page would host it :wink:
send me a pm if you want me to host it…


(ailmanki) #100

Check this excellent Post from Ifurita
http://www.splashdamage.com/forums/showthread.php/10838-Tutorial-T-Junctions