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How did you manage this?

 
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Wed Dec 15, 2004 2:13 am    Post subject: How did you manage this? Reply with quote

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. Very Happy I hope you didn't do that by hand?

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granada
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Joined: 07 Aug 2004
Posts: 1955
Location: England

PostPosted: Wed Dec 15, 2004 6:43 am    Post subject: Reply with quote

Quote:
I hope you didn't do that by hand?

Afraid so Sad ,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
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Wed Dec 15, 2004 7:47 am    Post subject: Reply with quote

granada wrote:
Quote:
I hope you didn't do that by hand?

Afraid so Sad ,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. Smile I also need to make the glass on those tubes transparent, and put green fluid inside, and not have the glass tubes block light. Shocked Good thing the files are ascii lol.

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Daaark
DeleD PRO user


Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Thu Dec 16, 2004 11:48 pm    Post subject: Reply with quote

Very Happy 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 ! Embarassed
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Paul-Jan
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Joined: 08 Aug 2004
Posts: 3066
Location: Lage Zwaluwe

PostPosted: Fri Dec 17, 2004 8:10 am    Post subject: Reply with quote

*LOL*. Then again, it wouldn't be the first game requiring 128mb of texture mem Smile
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Jeroen
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PostPosted: Fri Dec 17, 2004 8:11 am    Post subject: Reply with quote

How about some screenshots of that Vampyre!? Very Happy
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Fri Dec 17, 2004 4:38 pm    Post subject: Reply with quote

Jeroen wrote:
How about some screenshots of that Vampyre!? Very Happy
I didn't save. Embarassed 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. Wink 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
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Joined: 07 Aug 2004
Posts: 1772
Location: Germany

PostPosted: Fri Dec 17, 2004 5:59 pm    Post subject: Reply with quote

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 Wink
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Paul-Jan
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Location: Lage Zwaluwe

PostPosted: Fri Dec 17, 2004 8:01 pm    Post subject: Reply with quote

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 Smile
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Daaark
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Fri Dec 17, 2004 8:32 pm    Post subject: Reply with quote

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 Smile
Is it possible to cap the upper range?
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Paul-Jan
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PostPosted: Fri Dec 17, 2004 8:39 pm    Post subject: Reply with quote

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
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Joined: 01 Sep 2004
Posts: 2696
Location: Ottawa, Canada

PostPosted: Fri Dec 17, 2004 8:41 pm    Post subject: Reply with quote

Paul-Jan wrote:
Or individual texture size? Then it sure is: maximum individual texture size does just that. Pro only.
Very Happy
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