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 3D Castle Textures [REQUEST], Or a link please
Mick
Posted: Aug 26 2009, 12:39 PM


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Hmm i looked and could find any faces and the windows didn't fit the wall i give you, they are for wooden places

Thats a good point about deathmatches aswell.
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brett14
Posted: Aug 26 2009, 12:45 PM


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I just googled it and found out how to make really nice realistic repeatable textures in photoshop! I'll probably make a few that I'll use.
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brett14
Posted: Aug 26 2009, 04:10 PM


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Hey Mick, can I have some more textures? They worked perfect, even though I'm only using 5/10 of them. Here's a screen of what I currently have in the level editor, it's a little building with 3 floors, and a bridge. There's more to the level, but you can't take a screen of the whole thing at the same time biggrin.gif . I'm going to add more etc, but anyways tell me what you think of this. [It took me about 6/7 mins to make the whole thing]

PS: Can I have some more of the sewer textures if you can get any? Those textures pwn, but I only have 2... I would like about 10 of those, so that they [fit] together nicely, and you don't have weird texture [glitches] when you change the texture on the wall. The textures you gave me are all good, but they don't fit together very nicely sad.gif (the sewer ones are not bad)


PS2: Ben (Pieperson) if you ever read this: I PROVED YOU WRONG! Collisions work perfect in it. Take that emote8.png

Thanks again
~~Brett14;

IDK why it's resolution changed when I uploaded it, it was (1680x1050), I guess it was too big... Anyways here's a small screen of it.
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Mick
Posted: Aug 26 2009, 04:52 PM


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can't really make out much from that screen sad.gif

I've nothing better to do so ok i will.
Seriously im bored! Again! This is how bored i am:
user posted image

yeaa....
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brett14
Posted: Aug 26 2009, 05:08 PM


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well it can now save and load, and it can undo/redo EVEN when saving, it saves in such a way that that information gets saved with it! This is done by saving the data from the first thign created to the last, and when you load you can retake the last action etc.
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Mick
Posted: Aug 26 2009, 05:47 PM


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Ok i got 25 textures, i think 4 skys and 2 vines (Overlay) and 19 walls

Download ZIP File:
MediaFire (11.1MB)

Need more? Il get em.

WHFF Uploading is taking forever at least 25 mins... sad.gif and what do ya know. It failed sad.gif switching to mediafire.... 10 mins... Done!

Wouldn't the movie "The ring" be so scary in 3D, when the girl come out of the TV. duddeee.
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brett14
Posted: Aug 26 2009, 09:41 PM


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hehe, i created a 6 story fps deathmatch arena, and it kicks ass! Collisions are almost at perfection, they are except a small glitch I found when colliding with the side of a ramp and a block. It takes the wrong blocks Z into account and so it drops me down to the net story through the floor... not good.

Anyways Thanks alot! They all help
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brett14
Posted: Aug 27 2009, 02:03 AM


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Now this is awesome. Collisions are pixel perfect, no errors [after 2 hours of making and testing maps] and extremely fast (optimised). I'm running a 1200 poly map @ a constant 350-460 FPS. The new PC I just got (it was $300) can run the map at about 80-90 fps, which is not bad for an integrated piece of sh** graphics card.

Not sure if you care or not, but I'm bored so I'll say how I optimized the collisions because it could help other users. Running the whole map at once, which what I originally did was horrid... I was getting about 1/8 the fps I am now, and sometimes it'd drop even lower (to about 40). I realized I'd need to fix them up a little bit. So I split the map into 64 sub-models that is the map for collisions, and I only check against the one that I am currently on. (There are more than 64 sub models on larger maps). Then I go and collision check the sub region that I am in, so I only need to collision check what I have a chance to collide with, and just draw the rest. So now no matter how big the map is; the speeds will not change when checking for collisions. The only speed differences will be in the drawing of larger maps, which I'm not worried about quite yet. (The maps are an average 500-5k poly).
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Mick
Posted: Aug 27 2009, 04:57 AM


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QUOTE (brett14 @ Aug 27 2009, 09:03 AM)
Now this is awesome. Collisions are pixel perfect, no errors [after 2 hours of making and testing maps] and extremely fast (optimised). I'm running a 1200 poly map @ a constant 350-460 FPS. The new PC I just got (it was $300) can run the map at about 80-90 fps, which is not bad for an integrated piece of sh** graphics card.

Not sure if you care or not, but I'm bored so I'll say how I optimized the collisions because it could help other users. Running the whole map at once, which what I originally did was horrid... I was getting about 1/8 the fps I am now, and sometimes it'd drop even lower (to about 40). I realized I'd need to fix them up a little bit. So I split the map into 64 sub-models that is the map for collisions, and I only check against the one that I am currently on. (There are more than 64 sub models on larger maps). Then I go and collision check the sub region that I am in, so I only need to collision check what I have a chance to collide with, and just draw the rest. So now no matter how big the map is; the speeds will not change when checking for collisions. The only speed differences will be in the drawing of larger maps, which I'm not worried about quite yet. (The maps are an average 500-5k poly).

Nice! Thats awesome! I don't think Ben could complain now.

"integrated piece of sh** graphics card."

lol. I had one of them on my old Dell optiplex sx270 and it could barely run half life 2 which is pathetic.
Look i found an awesome website:
http://www.systemrequirementslab.com/referrer/srtest
Note: The SystemRequirementslab plugin will only install in Internet Explorer but will run in firefox.
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