Ancient Rome map WIP
#31 Posted 07 July 2010 - 04:02 AM
#33 Posted 07 July 2010 - 12:54 PM
This post has been edited by Marked: 07 July 2010 - 12:55 PM
#34 Posted 07 July 2010 - 08:02 PM
Also, just to note that I have found a few situations where I've replaced upwards of 50 sprites or so with models and found the framerate to either not change or improve dramatically. Go figure
#35 Posted 07 July 2010 - 09:12 PM
Sobek, on Jul 7 2010, 09:02 PM, said:
In Polymost, frame rate is better with sprites, but in Polymer it is as you describe.
#36 Posted 07 July 2010 - 09:46 PM
DeeperThought, on Jul 8 2010, 03:42 PM, said:
That's interesting to know. Is there a technical explanation for why that is? I'm assuming some intentional overhaul on the render backend (or something else I don't understand yet).
This post has been edited by Sobek: 07 July 2010 - 09:47 PM
#37 Posted 08 July 2010 - 06:06 PM
#38 Posted 08 July 2010 - 06:16 PM
#39 Posted 08 July 2010 - 07:57 PM
Plagman, on Jul 9 2010, 12:46 PM, said:
And therefore hence the need for Shader Model 3.0? Nice.
Well there you go Marked - might be a good idea to swap any abundant sprites over to models, if you can do it in an aesthetically pleasing manner.
#40 Posted 08 July 2010 - 10:50 PM
#41 Posted 12 July 2010 - 10:39 PM
Marked, on Jul 7 2010, 01:54 PM, said:
You can find some free ones in MD3-format on this page:
http://www.wemakemap...mapmodels17.htm
#43 Posted 13 July 2010 - 02:38 AM
DanM, on Jul 12 2010, 11:32 PM, said:
I was looking for a gaspump
No problem mate
#44 Posted 14 July 2010 - 02:31 PM
DeeperThought, on Jul 6 2010, 11:57 PM, said:
It still needs some texture tweaking but here is the model replacement I made for the 2D torch sprites. Since I am new to modeling I don't know how to animate this one. So what I ended up doing was create a very small sector hidden in the middle of the model. I raised it up to a height just slightly lower than the top of the model. I then placed the animated HRP flame on top of the raised sector. This was needed because without the raised sector the flame would drop to the floor because of the way it is coded in the game. A nifty cheat.
EDIT: Just made another model replacement for a 2D sprite ( 3rd pic ) The white structure in case you couldn't tell.
This post has been edited by Marked: 14 July 2010 - 03:46 PM
#45 Posted 14 July 2010 - 04:26 PM
I'm not a programmer so I have no way to make the flame stay at it's starting height and not drop down which would let me get rid of the sector inside the model.
Its very hard to make a decent looking animated 3d flame. I wouldn't know where to begin.
And pasting on the old 2D flame would look lame.
So for now I'm out of ideas.
This post has been edited by Marked: 14 July 2010 - 04:27 PM
#46 Posted 14 July 2010 - 10:40 PM
Do the flames stay on that?
#47 Posted 14 July 2010 - 10:46 PM
#48 Posted 15 July 2010 - 12:14 AM
Your going to need someone to write some simple code, probably if flame is lotag 1 make not drop or not be actor, iam not sure
its fairly simple code, perhaps someone will be kind enuff to write it for you
#49 Posted 15 July 2010 - 06:50 AM
Marked, on Jul 14 2010, 02:31 PM, said:
EDIT: Just made another model replacement for a 2D sprite ( 3rd pic ) The white structure in case you couldn't tell.
Boring
This post has been edited by blackharted: 15 July 2010 - 06:51 AM
#50 Posted 15 July 2010 - 07:13 AM
Marked, on Jul 14 2010, 03:31 PM, said:
EDIT: Just made another model replacement for a 2D sprite ( 3rd pic ) The white structure in case you couldn't tell.
Looks nice! I hope this'd be for WGR2 or something, though. Even though I know vanilla Duke can cover a variety of map themes, the vanilla Duke enemies would look SO out of place in a map like this.
#51 Posted 15 July 2010 - 08:15 AM
blackharted, on Jul 16 2010, 02:50 AM, said:
Would you stop spamming in the DN3D section and stick to spamming in your general section ffs, I have already had to remove several of your useless unneeded posts.
#52 Posted 15 July 2010 - 09:38 AM
commander how are you removing posts
This post has been edited by Sangman: 15 July 2010 - 09:41 AM
#53 Posted 15 July 2010 - 09:46 AM
Sangman, on Jul 16 2010, 05:38 AM, said:
How do you think I would remove a post?
#54 Posted 15 July 2010 - 09:51 AM
The Commander, on Jul 15 2010, 06:15 PM, said:
i mean afaik you're not a mod or anything but i could be rong
This post has been edited by Sangman: 15 July 2010 - 09:51 AM
#55 Posted 15 July 2010 - 03:38 PM
EmericaSkater, on Jul 15 2010, 10:13 AM, said:
Right now my noob modeling skills are not good enough to create and code in new characters. I'll have to settle for trying a few creative changes to the skins of existing enemies. I'm hoping to get at least some Roman soldier looking uniforms on some of them. Who knows, by the time this is released maybe my skills will increase or someone will PM me saying they are desperate to try out their new models in my mod
Thanks everyone for your comments so far. Even Blackhearted.
This post has been edited by Marked: 15 July 2010 - 03:39 PM
#56 Posted 16 July 2010 - 09:21 AM
Plagman, on Jul 9 2010, 04:16 AM, said:
this made no sense to me at all
just felt like saying that
This post has been edited by Sangman: 16 July 2010 - 09:21 AM
#57 Posted 01 August 2010 - 06:57 AM
DeeperThought, on Jul 6 2010, 11:57 PM, said:
A few more 8 bit sprites replaced by higher res models. There will be more as time goes by. I still have not found good looking low poly trees so those sprites will have to do for now. And a few lo-res wall and floor textures will eventually get replaced or re-made.
EDIT: Added one more fence model. Courtesy of my old buddy "Chicken"
This post has been edited by Marked: 01 August 2010 - 01:16 PM
#58 Posted 05 September 2010 - 07:07 PM
A few more random screen pics.
#59 Posted 06 September 2010 - 05:25 AM
Marked, on Sep 6 2010, 06:07 AM, said:
A few more random screen pics.
Lighting really spices up the mood of Ancient Rome. Those models and lighting really do save a lot and makes the level visually nice. Although I can´t play this (crappy PC), I´m still looking forward to this.