Posted: Thu Dec 15, 2005 12:04 am
Do it. Do it. Steven... steven...
xchaser wrote:change the theme maybe the lost flete texture for this map instead of the gothic look. making the door ways squaed. and less eye candy since it will be a tourney map.
I think he is talking about extra crap like pipes, cables, maybe those fucking stupid short circuiting lights which I hate with a passion on lost fleet, that kind of stuff.Tormentius wrote:xchaser wrote:change the theme maybe the lost flete texture for this map instead of the gothic look. making the door ways squaed. and less eye candy since it will be a tourney map.
:icon27:
Making architectural changes for vis portals and performance is one thing but if its textured to look like the lost fleet it will lose a lot of the feel of DM6 IMO. People who want to play tourney can turn their textures off on the client-side. Some of us, however, aren't as competitive and actually like a new game/game engine to look like its new (read: eye candy).
Buahahahah I totally agreejester! wrote:We should really just write a document where we have are circular and unresolvable argument laid out and just cut and paste every time this topic comes up. :icon26:
The point is that maps shouldn't be textured based on tourney players desire to eliminate texture quality. People who want to make a map look terrible can turn down the detail but if its textured blandly those of use who like detail can't exactly turn it up.jester! wrote:
I think he is talking about extra crap like pipes, cables, maybe those fucking stupid short circuiting lights which I hate with a passion on lost fleet, that kind of stuff.
The textures can be there from dm6 and it wont impact the framerates at all most likely but that extra crap is just fluff, are you looking at the walls and ceiling or are you gunning down your opponent and all that.
We should really just write a document where we have are circular and unresolvable argument laid out and just cut and paste every time this topic comes up. :icon26:
Thats a pretty sweeping assumption to make on an entire community's behalf.xchaser wrote:yes jester thats what I meant. keep it as less texture as posible. it doesn't matter to most people since we turn down the texture anyway.
I agree, but its not the textures that are the problem. As I said the problem is the details like pipes, cables, blah blah blah, that add nothing to gameplay, and are there simply to look nice.Tormentius wrote:The point is that maps shouldn't be textured based on tourney players desire to eliminate texture quality. People who want to make a map look terrible can turn down the detail but if its textured blandly those of use who like detail can't exactly turn it up.jester! wrote:
I think he is talking about extra crap like pipes, cables, maybe those fucking stupid short circuiting lights which I hate with a passion on lost fleet, that kind of stuff.
The textures can be there from dm6 and it wont impact the framerates at all most likely but that extra crap is just fluff, are you looking at the walls and ceiling or are you gunning down your opponent and all that.
We should really just write a document where we have are circular and unresolvable argument laid out and just cut and paste every time this topic comes up. :icon26:
I am sorry but what was it that you thought people wanted? :icon26:o'dium wrote:Ok let me see if i got this right.
You dont want a Quake 4 version of this map, but the Q3 one ported as close as possible, with the only changes made to fix vis and scales?
I think I can manage that.
Tbh I don't care either way about brushwork. What I ultimately want to see is a DM6 which is an adequate tribute to the orginal yet also does the D3 engine justice. Butchering textures to have the same or less detail than Q3's wouldn't do the new game justice IMO.jester! wrote:Now are we talking textures, or are we talking brush work, pipes, and other excess shit?
which is my point. bring on the textures cause if the q4max team can light w/1 ambient light then id can figure out how to include that as a feature in a new patch, giving new life to those people who cant afford to upgrade now or don't play competitively nor know of q4max and allowing people who can play fully detailed to do so without mappers having to essentially killthe engine for framerates sake.Tormentius wrote:Tbh I don't care either way about brushwork. What I ultimately want to see is a DM6 which is an adequate tribute to the orginal yet also does the D3 engine justice. Butchering textures to have the same or less detail than Q3's wouldn't do the new game justice IMO.jester! wrote:Now are we talking textures, or are we talking brush work, pipes, and other excess shit?
that's why its in quotes. its not vertex exactly, but it accomplishes nearly the same thing (and gives a huge fps increase). as far as i can tell both xbattle and q4max will have this feature when they're officially released. id should include this option for vq4 as standard if they're smart.MKJ wrote:this thing uses an entirely different way of lighting things, ofcourse theres not going to be a vertex mode
:icon14:Tormentius wrote:Tbh I don't care either way about brushwork. What I ultimately want to see is a DM6 which is an adequate tribute to the orginal yet also does the D3 engine justice. Butchering textures to have the same or less detail than Q3's wouldn't do the new game justice IMO.jester! wrote:Now are we talking textures, or are we talking brush work, pipes, and other excess shit?
IMO even the original tex's are fine without any bumpmapping or anything.o'dium wrote:Ok let me see if i got this right.
You dont want a Quake 4 version of this map, but the Q3 one ported as close as possible, with the only changes made to fix vis and scales?
I think I can manage that.
Not legally they aren't.Lenard wrote:IMO even the original tex's are fine without any bumpmapping or anything.o'dium wrote:Ok let me see if i got this right.
You dont want a Quake 4 version of this map, but the Q3 one ported as close as possible, with the only changes made to fix vis and scales?
I think I can manage that.