Barracks. Shaken, not stirred.

Discussion in 'Feedback' started by HornyRabbit, Aug 15, 2006.

  1. ^Dee^

    ^Dee^ Former Super Moderator

    Messages:
    4,385
    Likes Received:
    6
    Trophy Points:
    0
    even if there are no russians in the game?
     
  2. Inflames007

    Inflames007 Member

    Messages:
    77
    Likes Received:
    0
    Trophy Points:
    0
    This seems more like an enoying steriotip.
    You Americans saw to much movies.
    This damn holywood producers can't seem to figure out we don't sound like a retards.
    My accent is very Russian, since I didn't get the french one yet(Quebec), but The only difference in our accent is that we say an actual "R" .
     
  3. MOOtant

    MOOtant Member

    Messages:
    4,047
    Likes Received:
    0
    Trophy Points:
    0
    You misunderstood me. I didn't say that we should make everything low detail and not textured at all. I said that all fancy bump/normal maps + specular uses lots of pixel rate. It is too much when you use it on such large areas like vehicle factory model (everything double textured). But you could always say: on my NV GF 7800 gtx I don't see any problems... I didn't notice any significant difference between appearance of barracks with bumpmaps on and off. Specular makes it look different. (better) I'm not really sure if modeller knew what he done with these fancy material (see bumpmaps). And I don't remember any other HL2 mod that caused so low FPS as Empires. (talking about just entering VF/barracks not a huge tank/turret battle)

    And btw if we follow prehistoric vs recent: detail/texture/whatever levels should change those settings.
     
  4. HornyRabbit

    HornyRabbit Member

    Messages:
    62
    Likes Received:
    0
    Trophy Points:
    0
    Barracks is fully operational!

    I had a bad problem with lighting wich i got sorted out finally.
    Collision model is now up to date with the crates and barrels.

    More screenshots added

    I have no idea what happens if you join public server with this version so i'm not giving a direct link to download it,
    but you can PM me to get your copy to testing purposes
     
  5. Darg

    Darg Member

    Messages:
    623
    Likes Received:
    0
    Trophy Points:
    0
    Great work man. Optimisation is what this game needs. I'll help you out by working on another building if Krenzo wants me to? All I need is the source .max of a model you want optimised.

    Will you be working on the BE barracks now? I could work on the vehicle factories. Krenzo could you PM me if you'd like me to work on this?

    A rounded crate should use up 44 tris. Keep them simple like that and you'll be able to fit in around 10 of them without using too many tris for them. Maybe have some different details around the place. There's no reason why the crates there should use 1800 or more tris. Try optimising where you can. Change the palettes so that they are just cubes with a texture instead of individual meshes for each plank.
     
    Last edited: Aug 16, 2006
  6. Aurora

    Aurora Radiating love, empathy and maternal instincts

    Messages:
    998
    Likes Received:
    0
    Trophy Points:
    0
    Is _EVERY_ Empires model double-sided?
     
  7. Darg

    Darg Member

    Messages:
    623
    Likes Received:
    0
    Trophy Points:
    0
    I haven't checked them all but a lot of the ones that I've noclipped through in the past have been.
     
  8. HornyRabbit

    HornyRabbit Member

    Messages:
    62
    Likes Received:
    0
    Trophy Points:
    0
    All textures that have: "$nocull" 1
    in their .vmt are double-sided
     
  9. HornyRabbit

    HornyRabbit Member

    Messages:
    62
    Likes Received:
    0
    Trophy Points:
    0
    I believe im pretty much done with this barracks model.
    Collision model is now so accurate that you can jump on the boxes and barrels.
    (I know everyone wants to)

    [​IMG]
     
  10. R_yell

    R_yell Member

    Messages:
    208
    Likes Received:
    0
    Trophy Points:
    0
    Inside part is symmetric as the old one? I wish barracks had some differentiation so you know what's front and back side when spawning.
     
  11. HornyRabbit

    HornyRabbit Member

    Messages:
    62
    Likes Received:
    0
    Trophy Points:
    0
    It is pretty much the same as old one, interesting idea but bit too late. :)

    Work being done over here.

    Took a little side project to make low polygon version of nf_wall.
    Original has 708 polygons, this one has 255 and looks just the same.

    [​IMG]

    To see that it works ingame too check these pics

    I'll upload this later, im in a hurry now :)
     
    Last edited: Aug 17, 2006
  12. Darg

    Darg Member

    Messages:
    623
    Likes Received:
    0
    Trophy Points:
    0
    Nice one. Does it have an LOD model? Maybe with an alpha mapped cylinder for the wire on top?
     
  13. Shinzon

    Shinzon Member

    Messages:
    3,610
    Likes Received:
    0
    Trophy Points:
    0
    I dont get it... how can a box primitive have more poly's... O.o;;

    But good job, maybe thats why walls lag when spammed...
     
  14. Exo2000

    Exo2000 Member

    Messages:
    51
    Likes Received:
    0
    Trophy Points:
    0
    Interesting idea, if one adds big windows! :)
     
  15. Inflames007

    Inflames007 Member

    Messages:
    77
    Likes Received:
    0
    Trophy Points:
    0
    Please stop testing on island!
    I hate that map soooooo much.:(
     
  16. HornyRabbit

    HornyRabbit Member

    Messages:
    62
    Likes Received:
    0
    Trophy Points:
    0
    Barbwire on top is and was alpha mapped cylinder.
    Original had 1 LOD model and im just going to take a look at it to see if it can be optimized.

    I will continue testing on isle because i like to annoy you inflames :p

    //edit

    I did some fine tuning on the LOD model as well. Its now down from 120+ to 86 polygons, changes are seeable but hardly noticeable ingame.

    There is the download link if you want it:
    http://koti.mbnet.fi/hrabbit/Downloads/nf_wall.zip
    Backup the original guys, i didnt remember but im happy still. :)
     
    Last edited: Aug 17, 2006
  17. Darg

    Darg Member

    Messages:
    623
    Likes Received:
    0
    Trophy Points:
    0
    What is using up the polys in the wall? From my calculations there should be 10 tris for the wall and 20 (10 really but double sided) for the barbed wire. Or am I forgetting that the wall isn't perfectly straight?
     
  18. Shinzon

    Shinzon Member

    Messages:
    3,610
    Likes Received:
    0
    Trophy Points:
    0
    That makes two of us... I bet the cylinder used on the wire had too many segments...
     
  19. HornyRabbit

    HornyRabbit Member

    Messages:
    62
    Likes Received:
    0
    Trophy Points:
    0
    There were 4 cylinders each cut to 3 pieces in lenght and about 12 sides... you do the math.
    I made them 4 cylinders cut to 2 pieces and about 7 or 8 sides...
    Also the little vent in center of the wall cut the nice big area for a big polygon to atleast about 20 pieces.
    I could have modified texture so that i wouldnt have to do that vent at all but it would have been in the texture.

    Anyone tested it? I really would like to hear it is truly working right :)
    I havent played lately online:
    broke down turret models trying to figure how to get them working.
    Probably should try again as i've discovered new things to try to make my models work
     
  20. Wereaser

    Wereaser Member

    Messages:
    1,341
    Likes Received:
    0
    Trophy Points:
    0
    Your doing helvetin hyvää työtä with these horny. Keep up the good work. Optimized models for teh win!
     

Share This Page