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Gul'Dar
TravellerThug

Registered: Mar 2001
Location: Washington State
Posts: 676

Here's the beginning of your brand spankin' new Fight Club! Hope you guys approve of it..... =)

Attachment: new fight club.jpeg
This has been downloaded 39 time(s).


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Gul'Dar is offline Old Post 04-25-2001 10:27 AM
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Mir
Guest

Registered: Not Yet
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Whoah, its like roman colloseum style!
thats ****in cool.

Actually... you ever see Gladiator?
Just steal the 3D model they.... wait.. thats about 5 billion poly's too large, nevermind.

hehe

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Strider
TRPG Story Master

Registered: Mar 2001
Location: St. John's Newfoundland, Canada
Posts: 1811

Screw it just being a fight club... should make it a colloseum....

Cept for the new textures... of which there would be millions


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Strider
TRPG Story Master


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Strider is offline Old Post 04-25-2001 08:44 PM
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Gul'Dar
TravellerThug

Registered: Mar 2001
Location: Washington State
Posts: 676

here's the updated pic =)


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Gul'Dar is offline Old Post 04-25-2001 08:46 PM
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Gul'Dar
TravellerThug

Registered: Mar 2001
Location: Washington State
Posts: 676

oops....

Attachment: new fight club.jpeg
This has been downloaded 37 time(s).


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Gul'Dar is offline Old Post 04-25-2001 08:48 PM
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PaladinPimp
TravellerPaladin

Registered: Mar 2001
Location:
Posts: 924

looking good

i got a question tho...wheres the stands?

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PaladinPimp is offline Old Post 04-25-2001 09:08 PM
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Gul'Dar
TravellerThug

Registered: Mar 2001
Location: Washington State
Posts: 676

heh haven't made em yet, and ALL production on my projects ends here until Vectrex will explain to me why my prefabs will not work =(


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Gul'Dar is offline Old Post 04-25-2001 09:10 PM
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-SB-SirSteven
UberFuffian

Registered: Mar 2001
Location: Escondido, California
Posts: 346

Ground?

Why have a Ground? You have the map to put it on, ay?

just thinking on the fps crap.


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-SB-SirSteven is offline Old Post 04-25-2001 10:43 PM
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Vectrex
Quest Master

Registered: Mar 2001
Location: Basement
Posts: 659

Ok, here goes
-You havent compiled them yet. Making a map is somewhat like writing a program. If you type out 25 pages of code without compiling, there's going to be a million bugs and they're going to be really hard to find.

-Dont carve ever. Carving can result in brushes with vetexes that are not on a grid point. In halflife, it would compile, but you wouldnt see the brush in game. In tribes, it'll just crash. Carving also results in higher than necessary polygon count. heres an example in half life
Carving:
http://halflife.gamedesign.net/cgi-...bad.jpg&picid=9
Using clipping tool:
http://halflife.gamedesign.net/cgi-...od.jpg&picid=10

-Polygon count too high. Whenever you have a column intersect the floor somwhere, it splits up the floor at every point of intersection. Also, in that castle, there is simply way to much stuff. That amount of polys on a building would be okay for an interior part of a building because the game doesnt draw the terrain if you cant see it, but for an open thing like the castle, it wont work well.


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Vectrex is offline Old Post 04-25-2001 10:50 PM
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SolarRPG
MinotaurReaper

Registered: Mar 2001
Location:
Posts: 3009

WOW LOL techy comp stuff...


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SolarRPG is offline Old Post 04-25-2001 11:18 PM
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Gul'Dar
TravellerThug

Registered: Mar 2001
Location: Washington State
Posts: 676

thanks a ton vec....you've been a huge help =P thanks man


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Gul'Dar is offline Old Post 04-26-2001 03:34 AM
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Gul'Dar
TravellerThug

Registered: Mar 2001
Location: Washington State
Posts: 676

oh and btw I've already sent the pics to the can =P


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Level: 104
Remort: 1
Admin Level: 2 (Guide)
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Gul'Dar is offline Old Post 04-26-2001 03:54 AM
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