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Map Detail

Posted: Thu Jun 10, 2004 12:22 pm
by Dispraiser
I've been working on a map recently (needless to say, my first), and I was wondering about Sapien and whether it does anything to smooth the map on it's own. I think I remember seeing a polygonal render of BG, and it wasn't too pretty, really. Most hills seemed to be only one or two polygons high. Here are two renders of my map.

Image

Image

The map itself is only 1k polygons, if not less. This isn't the smoothest I can make it, by any means. I saw so many jaggies I was convinced it was one of those PS2 games I coudl cut my hand on. I was wondeirng if Sapien takes care of that, or if I need to manually smooth them out.

Posted: Thu Jun 10, 2004 12:34 pm
by Katarn
sapien is just a population program, meaning adding premade trees, rocks, weapons, etc. It does nothing on smoothing, just add a meshsmooth modifier on it, it will look just peachy but be sure NOT to apply it to the bases

Posted: Thu Jun 10, 2004 12:38 pm
by Dispraiser
nm, I just fully read your message... I think I;ll apply Meshsmooth selectivley to the hill and valley polygons. THe cliff walls are fine, right?

Posted: Thu Jun 10, 2004 12:42 pm
by Katarn
chamfer them, they look edgy, but not as bad as those hills

Posted: Thu Jun 10, 2004 12:45 pm
by Dispraiser
this is an off topic question, but is it possible to add floating guns that shoot like in 343 with the Marines that "fire" from the entrance of the facility?

Posted: Thu Jun 10, 2004 12:47 pm
by Katarn
i'm very sure you can do that, all you would have to do is: Put floating stationary guns of some sort and put AI in them, put all the things like, unaffected by gravity and stuff like htat and they wont move

Posted: Thu Jun 10, 2004 1:08 pm
by MJBoa
Or you could just create an animated scenery object.

Posted: Thu Jun 10, 2004 1:10 pm
by Dispraiser
Image

After a simply meshsmooth. I'll still do some tweaking to it, and need to boolean the cliff faces. [/img]

Posted: Thu Jun 10, 2004 1:23 pm
by Katarn
lookin good! but needs more smoothing set iteration to 2

Posted: Thu Jun 10, 2004 1:36 pm
by Dispraiser
I was gonna make this a forest map. You only get 50,000 polygons. How many polygons is a standard pine tree?

nice map

Posted: Thu Jun 10, 2004 2:40 pm
by .:R/\CHD/\:.
im not sure but i think smoothing groups help it and did you use soft selection when you made those hills? great map what r u gonna call it?

Posted: Thu Jun 10, 2004 3:23 pm
by Dispraiser
It's called Tribas (Tree-bahs). That's derived because there is three bases. I've got doubts that making as dense a forest as I like would work...

Also, as for the soft selection question... When I made them, I would normally only sekect one vertex to make the top of it. There was no reason for me to... Soft selection is great for creating soft, cushy hills with lots of polygons, not a 6 or 7 poly spike...

Posted: Thu Jun 10, 2004 3:54 pm
by Dispraiser
Image
Image

I think it's a little dense of a mesh... I'll probably end up cleaning up a lot with collapsing, but it's still very high poly, I think. It's 8700 polygons, btw.

yeah

Posted: Fri Jun 11, 2004 6:30 am
by Judge_Bond
omg that map is awesome.....i really like it.....if you need a betatester or anyhting just email me, but it looks sorta finished

[email protected]

btw whats the box off in the distance, and you should make a teleporter to go to the top of the rock in the middle, from each base so people can duke it out in the middle

Posted: Fri Jun 11, 2004 6:42 am
by Dark Cloud
That box is the reference frame.

Posted: Fri Jun 11, 2004 7:22 am
by Darkstorm995
really nice map

Posted: Fri Jun 11, 2004 7:24 am
by argrn
u can apply a smoothing group to it

Posted: Fri Jun 11, 2004 1:19 pm
by Katarn
yes, that map is very, very good looking now, nice job on the smoothing

Posted: Sat Jun 12, 2004 5:28 pm
by akmassassin
sry this is off topic

ok i made a made a map and bases but i got this dead-end problem: I cant crop (boolean) the level with my base, cauz wen i do it it mest up the verticles and some verticles arent perfectly aligned with the wall's polygons of my base. so some verticles enter in the wall of my base and result: degenerate triangles. can u plz tell me how did u do to crop your level perfectly with ure base????????

thx

Posted: Sat Jun 12, 2004 9:00 pm
by Dispraiser
You have to delete and recreate the polygons. First, select your ground. Delete all polygons that will touch the base. Then, click the attach button and attach the base. Use the create tool to make the polygons that connect the two, then.