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Topic Starter Topic: speed mapping vid.

Immortal
Immortal

Joined: 02 Jun 2006
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PostPosted: 01-05-2012 02:10 AM           Profile Send private message  E-mail  Edit post Reply with quote


been watching a few of these. some of you might enjoy them.

http://www.youtube.com/watch?v=Jt_Up8ZPB5w




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Cool #9
Cool #9

Joined: 01 Dec 2000
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PostPosted: 01-05-2012 02:20 AM           Profile   Send private message  E-mail  Edit post Reply with quote


That's all cute and well in Far Cry where you have a wide open outside area where you can chuck in prefabricated assets but I'm not impressed (at least, not from a level building perspective. Technologically it's pretty cool)



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Immortal
Immortal

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PostPosted: 01-05-2012 02:25 AM           Profile Send private message  E-mail  Edit post Reply with quote


but it only took him 1 hour... im impressed.




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I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
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PostPosted: 01-05-2012 08:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


I used to make maps for Starcraft I, very much the same process and you could toss out a decent looking map within 15 mins.

The challenge (and time consuming part) of level design lies in creating interesting gameplay environments and in building game assets. Neither of these are illustrated in this video.

It's a neat technology demonstration that shows you the intuitive functions of creating an outdoor environment, but not a whole lot on the actual level design process. I suppose it is representative of FarCry2's gameplay (boring).



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Multidirectional
Multidirectional

Joined: 29 Jan 2003
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PostPosted: 01-05-2012 08:22 AM           Profile Send private message  E-mail  Edit post Reply with quote


i kinda expected a real time video showing a map made in five minutes...

im blown away by the density of prefabs used in a no vis block area though




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I'm the dude!
I'm the dude!

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PostPosted: 01-05-2012 08:29 AM           Profile Send private message  E-mail  Edit post Reply with quote


FarCry doesn't use vis in the same way Q3 does, it relies much more on brute force rendering, instancing and LoD.



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Immortal
Immortal

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PostPosted: 01-05-2012 11:45 AM           Profile Send private message  E-mail  Edit post Reply with quote


tough crowd, sheesh...




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Immortal
Immortal

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PostPosted: 01-05-2012 01:20 PM           Profile Send private message  E-mail  Edit post Reply with quote


obsidian wrote:
The challenge (and time consuming part) of level design lies in creating interesting gameplay environments and in building game assets. Neither of these are illustrated in this video.


really? i had no idea. never really made any levels before... :olo:




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Glayven?
Glayven?

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PostPosted: 01-05-2012 01:33 PM           Profile Send private message  E-mail  Edit post Reply with quote


obsidian wrote:
FarCry doesn't use vis in the same way Q3 does, it relies much more on brute force rendering, instancing and LoD.


The CryEngine still uses a portal system for demarkations between interior and exterior areas...so when you go inside the "vis" culls all outside objects and vice versa. It's not a BSP tree but there is some trickeration going on.




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I'm the dude!
I'm the dude!

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PostPosted: 01-05-2012 08:21 PM           Profile Send private message  E-mail  Edit post Reply with quote


@ fKd and GONNAFISTYA

fKd wrote:
tough crowd, sheesh...


Tell me about it. >:(



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Immortal
Immortal

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PostPosted: 01-05-2012 09:45 PM           Profile Send private message  E-mail  Edit post Reply with quote


:olo:




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Multidirectional
Multidirectional

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PostPosted: 01-06-2012 07:49 AM           Profile Send private message  E-mail  Edit post Reply with quote


i found a tutorial for lod of func_groups in gtk/q3 a while back..i bet it could be used for interesting effect trickery, like ghosts that appear without triggers...




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I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
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PostPosted: 01-06-2012 08:09 AM           Profile Send private message  E-mail  Edit post Reply with quote


LoD on models and brushes does not work in Q3, though it might for some other id Tech 3 engine games. Q3 only has different LoD levels for patches. I have no idea what you mean by "ghosts that appear without triggers", LoD is "Level of Detail", you're probably thinking of something else.



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Your Daddy
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PostPosted: 01-06-2012 08:18 AM           Profile   Send private message  E-mail  Edit post Reply with quote


skinNCNmaster wrote:
i found a tutorial for lod of func_groups in gtk/q3 a while back..i bet it could be used for interesting effect trickery, like ghosts that appear without triggers...


I bet you're wrong.



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Multidirectional
Multidirectional

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PostPosted: 01-06-2012 11:36 AM           Profile Send private message  E-mail  Edit post Reply with quote


pardon me, it may be that this is mod specific.. and i meant
"far clipping" just using the ability to far clip a func-group very close to the group could create soe interesting effects.. ie ghosts that appear when close up.

heres the url';
http://sgq3-mapping.blogspot.com/2009_0 ... chive.html




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I'm the dude!
I'm the dude!

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Posts: 10427
PostPosted: 01-06-2012 11:58 AM           Profile Send private message  E-mail  Edit post Reply with quote


Well, Q3 doesn't do far clipping either. It's pretty rudimentary.



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Multidirectional
Multidirectional

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PostPosted: 01-06-2012 01:29 PM           Profile Send private message  E-mail  Edit post Reply with quote


um well, if a model/detail is contained in a non solid/caulk box floating in the air, the player will need to walk into the space of the caulk box in order to have drawn its contents.... thats a form of far clipping... pretty rudimentary if its used for the objective of having something seen only from within its volumetric coverage




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Insane Quaker
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PostPosted: 01-07-2012 05:40 AM           Profile Send private message  E-mail  Edit post Reply with quote


To get the thread back on topic (hopefully):
I like the video. Well timed (what a pun...) and it follows some other rules that make a vid pleasing to one's eyes.
About some of the critics above: The person never said he would show all facettes of mapping in this video:
Quote:
How to create a Far Cry 2 map , in just one hour...
, nothing more than that has been stated on yt.

ad Starcraft1: Sure you could make a visually appealing map in 15 minutes, but it would still suck balls as soon as you play it taking game play mechanics into account. Making a decent and somewhat well scripted Starcraft 1 map takes a whole lot more effort than just placing some terrain, buildings and enemies here and there. ;)



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Insane Quaker
Insane Quaker

Joined: 26 Nov 2009
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PostPosted: 01-08-2012 01:11 PM           Profile Send private message  E-mail  Edit post Reply with quote


Out of focus topic:
Try this map: imo it uses some nice ideas to get around this topic:

http://q3a.ath.cx/map/dfwc2010-5/
(maybe watch the dfwc2010 video if you can't play it yourself)




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