Beleg Cúthalion on 12/3/2011 at 09:59
Playing with static meshes is great, isn't it? :D
Judith on 12/3/2011 at 12:01
Quote Posted by nomad of the pacific
Very nice! Very smooth lines and great detail. I can't wait to see it textured! What is your target for final poly count?
I hope to stay below 500 tris. Most details will be baked on flat surfaces. I guess upper doors will require some more triangles but that's it.
d'Spair on 18/5/2011 at 20:31
Real cool.
clearing on 19/5/2011 at 02:16
Beautiful screens :thumb: Can't wait!
Renzatic on 19/5/2011 at 17:18
More people need to come in here and complement your stuff, Beleg. Everything about that map is beautiful. Your lighting, your architecture, your texture work...great job. :thumb:
Beleg Cúthalion on 19/5/2011 at 20:57
Thanks a lot. I wish there was a "life" button to add all the stuff that makes sceneries vivid.
But graphics aside, there is also a sort of philosophical concept in this mission which somehow overlays the actual ingame plot (which uses the canon in almost every aspect). So I hope it's not only about visuals. Oh, and of course it's not about magical artifacts hidden underneath old mansions.
deathshadow on 19/6/2011 at 18:41
Quote Posted by Krypt
Actually, Xbox memory is EXACTLY why the maps are small :p Most of the maps were originally much larger, probably 2x the size they are now, but we had to shrink them down to get them to run on Xbox. FM authors should be able to make pretty large maps since there is no memory restriction. They will still need to be careful to zone well and not build too large/complex of scenes, but the size of a map in and of itself shouldn't be a problem.
I REALLY have to call bull on that -- 100% horse manure.
What makes me say that? Because there was a game that while it didn't have quite the level of detail, had several hundred thousand times the area to explore of any thief level, without a loading screen to be seen -- hell, the only time a loading screen was present was the transition from indoors to out -- while you could drive from one CITY to another with three entire cities and an equal amount of desert to explore... released for PS/2 at almost the same time and for windows/Xbox a mere 5 months later.
I of course am referring to GTA:San Andreas. It's called texture streaming, and is commonplace in most every game today. (even if some fly-by-night developers completely screw up it's use -- see DaggerDale). Honestly the first time you drive from Los Santos "all the way" to San Fierro, without a single loading screen ... mind blowing for the time, and even today is impressive.
That we're talking the same year as VTM:Bloodlines, KotOR2, and the original Far Cry -- that the steaming pile of unplayable manure known as Deadly Shadows got as high a ratings from the reviewers left me wondering just how much those reviewers were being bribed!
But then, I think the same thing of that unplayable uncontrollable nonsensical mess known as Assassin's Creed... where that web comic explaining how that steaming dung-heap got made sounds just about right to me.
Hell, just compare a TDS level to say... Far Cry's first level... Suddenly TDS feels like playing the original half life on a P90.
Beleg Cúthalion on 19/6/2011 at 18:58
GTA San Andreas? You mean these puppet-like AIs with no real shadow casting, LEGO buildings and all? I mean, are you seriously giving the devs a bollocking for not using an engine and its open world technique which is otherwise utterly unfit for the game(play) intended? And what is Bloodlines, a game with even more loading zones and no console support, even doing on your list?
Honestly, I know you're a famous bellyacher, but did it ever cross your mind that your rants are usually mere opinion (read as: non-factual)-based drivel and that there might be a good reason why the majority of this (usually very criticism-prone) community agrees on a much more moderate area?
Edit: Back to topic. I love doing buildings, streets and stuff...
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