Map Detail

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
Dispraiser





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Map Detail

Post 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.
Katarn





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Post 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
Dispraiser





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Post 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?
Katarn





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Post by Katarn »

chamfer them, they look edgy, but not as bad as those hills
Dispraiser





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Post 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?
Katarn





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Post 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
MJBoa





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Post by MJBoa »

Or you could just create an animated scenery object.
Dispraiser





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Post by Dispraiser »

Image

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





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Post by Katarn »

lookin good! but needs more smoothing set iteration to 2
Dispraiser





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Post by Dispraiser »

I was gonna make this a forest map. You only get 50,000 polygons. How many polygons is a standard pine tree?
.:R/\CHD/\:.





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nice map

Post 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?
Dispraiser





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Post 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...
Dispraiser





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Post 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.
Judge_Bond





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yeah

Post 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
Dark Cloud




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Post by Dark Cloud »

That box is the reference frame.
Darkstorm995





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Post by Darkstorm995 »

really nice map
argrn




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Post by argrn »

u can apply a smoothing group to it
Please refrain from using profanity in your sig.
Katarn





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Post by Katarn »

yes, that map is very, very good looking now, nice job on the smoothing
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Post 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
Dispraiser





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Post 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.
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