Screenshots of what you're doing

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby Revenant » Wed Jan 02, 2008 7:59 pm

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Postby k0jak » Wed Jan 02, 2008 11:58 pm

Urbanshenkie wrote:
Some very alpha shots of a map that progresses very very slow due to rl-stuff


first look at those pictures i thought what a nice defrag trick map lol ,
your sure its not a defrag trick map. it doesnt have the nexuiz look

those squares on the towers , are those for trick jumping ?

using squares on towers is defrag looking


exactly what i thought lol! can't wait to play with it with nifrek's physics :o
:]

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Postby k0jak » Wed Jan 02, 2008 11:59 pm

Your maps are pieces of art Strahlemann!
:]

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Postby cortez » Thu Jan 03, 2008 6:00 pm

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beta 3
Aneurysm 4 the win !!!!! :D
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Postby Rad Ished » Fri Jan 04, 2008 5:05 am

I'm planning a map based on the Nanpu Interchange in Shanghai
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This is the basic road section repeated a few times, Ima thinking now that it's got too many polys , hard to tell when you're only got one iteration.
...
Also the next major hurdle is that this interchange is circular so's i gotta bend the damn thing. I figure I'll just rotate each section and put in wedges. Maybe also create a curving bit for when the turn gets too tight. Started out thinking about using patches but I couldn't work out how to do it efficiently, however maybe now it seems more clear.
Wish I luckage
...
Ew Nan-Pu :shock:
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Postby shaggy » Fri Jan 04, 2008 6:18 am

Oh, I can't wait!
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Postby GreEn`mArine » Fri Jan 04, 2008 8:50 am

rad ished: looks interesting^^

cortez: cool, keep it going
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[kojn] I've been coming a bit more recently
[kojn] she took it the dirty way
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Postby ihsan » Fri Jan 04, 2008 1:04 pm

I think Nexuiz looks dated because mappers are afraid to use enough polys in their maps. IMHO you should make it fun first, beautiful second and optimize it last.
This area is dramatically lit and interesting to look at. Besides, what's wrong with making an eye candy map?
Compare to Unreal tournament 2003:
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Last edited by ihsan on Fri Jan 04, 2008 1:16 pm, edited 1 time in total.
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Postby Rad Ished » Fri Jan 04, 2008 1:08 pm

Ishan, if the performance sucks then nobody plays it, which kind of spoils the point.
-points at tobotoid-
..
Uhm.... one other thing, the nanpu interchange is hzzzzzzuuuuuge :O
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Postby ihsan » Fri Jan 04, 2008 1:25 pm

if it looks like crap only Nexuiz fans will play it. Maps usually have performance issues because they aren't optimized. Be smart, how many polys are in the entire map right now? There are approx. 2k polys PER CHARACTER. With 2k world polys visible at any point you can have a pretty realistic map.

As per the size of the map, that's your choice (problem) :lol:
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