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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Wed Dec 15, 2004 2:13 am Post subject: How did you manage this? |
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I'm trying to make some shaped like these pies that you have bent 90 degrees. I could do it in other apps, but I don't even know where to begin in Deled. I hope you didn't do that by hand?
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granada Team member
Joined: 07 Aug 2004 Posts: 1955 Location: England
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Posted: Wed Dec 15, 2004 6:43 am Post subject: |
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Quote: |
I hope you didn't do that by hand?
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Afraid so ,started with a cylinder selected vertice mode and moved them untill it looked ok.Thats a old map i made that when i first started to get interested in DeleD.
dave _________________ AMD Phenom(tm)IIx6 1090t Processor 3.20 GHS
8.00 GB memory
Windows 7 64 bit
Nvida Geforce GTX 580 |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Wed Dec 15, 2004 7:47 am Post subject: |
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granada wrote: |
Quote: |
I hope you didn't do that by hand?
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Afraid so ,started with a cylinder selected vertice mode and moved them untill it looked ok.Thats a old map i made that when i first started to get interested in DeleD.
dave |
I was going to bend those pipes like that. I guess I have my work cut out for me. I also need to make the glass on those tubes transparent, and put green fluid inside, and not have the glass tubes block light. Good thing the files are ascii lol.
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Thu Dec 16, 2004 11:48 pm Post subject: |
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Just for fun Iplaced a light in that warehouse level today and let the lightmapper do it's work. Ended up with 40 MEGABYTES of lightmaps for that one room ! |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Fri Dec 17, 2004 8:10 am Post subject: |
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*LOL*. Then again, it wouldn't be the first game requiring 128mb of texture mem |
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Jeroen Site Admin
Joined: 07 Aug 2004 Posts: 5332 Location: The Netherlands
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Posted: Fri Dec 17, 2004 8:11 am Post subject: |
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How about some screenshots of that Vampyre!? |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Fri Dec 17, 2004 4:38 pm Post subject: |
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Jeroen wrote: |
How about some screenshots of that Vampyre!? |
I didn't save. Looks like I will have to manually resize my maps down to 256x256 and set them to grayscale lol.
40 megs for one room! And there is nothing in it! Somebody, somewhere is rolling in their grave. I use to make maps that were 6 city blocks * 6 city blocks and never get more than like 3 megs of shadow maps. :O |
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Mr.Fletcher DeleD PRO user
Joined: 07 Aug 2004 Posts: 1772 Location: Germany
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Posted: Fri Dec 17, 2004 5:59 pm Post subject: |
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If you have the chance to manually create shadows in your project, you can afford to set the lightmap size very low, 8*8 Pixels should be sufficient for not too big polygons. So if you don't need shadows in your lightmaps, you are well off to decrease the size for less memory used, faster lightmapping time and no artifacts in the lightmaps _________________ Behold! The DeleD Wiki! Please help us expanding it
DeleD on IRC |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Fri Dec 17, 2004 8:01 pm Post subject: |
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Chances are pretty good that with dynamic texture sizes in the 8x8 - 128x128 range (even with shadows), a lot of the polygons will end up in the 16x16 to 32x32 range, ending up in a total lightmap that is a lot smaller. Maybe we should have fixed lightmaps to 16x16 pixels in the free version |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Fri Dec 17, 2004 8:32 pm Post subject: |
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Paul-Jan wrote: |
Chances are pretty good that with dynamic texture sizes in the 8x8 - 128x128 range (even with shadows), a lot of the polygons will end up in the 16x16 to 32x32 range, ending up in a total lightmap that is a lot smaller. Maybe we should have fixed lightmaps to 16x16 pixels in the free version |
Is it possible to cap the upper range? |
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Paul-Jan Site Admin
Joined: 08 Aug 2004 Posts: 3066 Location: Lage Zwaluwe
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Posted: Fri Dec 17, 2004 8:39 pm Post subject: |
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Upper range of what?
- Total size of all lightmaps? Then what to do with the remaining lightmaps? Or should it do a quick estimation of total needed size first and then rescale all maps?
- Or individual texture size? Then it sure is: maximum individual texture size does just that. Pro only. |
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Daaark DeleD PRO user
Joined: 01 Sep 2004 Posts: 2696 Location: Ottawa, Canada
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Posted: Fri Dec 17, 2004 8:41 pm Post subject: |
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Paul-Jan wrote: |
Or individual texture size? Then it sure is: maximum individual texture size does just that. Pro only. |
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