Meh got bored built a bridge..


Cole
07-04-2004, 04:22 AM
teh bridge...


http://files.dodnetwork.com/users/27/images/bridge.jpg

azncoolteen
07-04-2004, 04:31 AM
nice bridge, kinda tryin to do wat IR did are ya? but really, nicely done =), i gotta try stuff like that too

Cole
07-04-2004, 04:41 AM
Heh i can never bring my self to complete an actual map so i work on crap like this.


heres a bunker i did a couple weeks ago nothing special..

azncoolteen
07-04-2004, 05:01 AM
i like the bridge better =P

Ginger Lord
07-04-2004, 05:01 AM
I keep meaning to do stuff like that for my portfolio for University.

swede
07-04-2004, 08:28 AM
nice bridge i like alot and nice d-day type bunker im tiered of all these small flat bridges u see in mapes with no archutct ;)

gabagoo
07-04-2004, 09:20 AM
can you make a map with that bridge. or will it lag it all up ?

Ginger Lord
07-04-2004, 09:26 AM
It will lag it up, I'm guessing that Bridge is at least 1000 wpoly

Cole
07-04-2004, 11:39 AM
Yeah it would def lag it up, the bridge is pretty big and as close as i could get to being scale, with the detail thats in it now and adding in buildings water ect it would be completly unplayable on hl1.

Cole
07-04-2004, 03:28 PM
Yep def wont run just compiled it, a little over 1500 wpoly, this is without alot of the smaler details i had to remove cause of some brush errors i over looked..

Scuzz
07-04-2004, 03:30 PM
what would it be like if you made most of the small brushes func_walls?

Ginger Lord
07-04-2004, 04:07 PM
Less wpoly, more epoly. You still wont be able to make it playable, wait for HL2 for detail like that. This is for show...

Cole
07-04-2004, 05:35 PM
Originally posted by Ginger Lord
Less wpoly, more epoly. You still wont be able to make it playable, wait for HL2 for detail like that. This is for show...

Yep, got a updated version il show later tonight =)

Cole
07-04-2004, 11:52 PM
Heres the newer version of it, it isnt 100% complete though

http://files.dodnetwork.com/users/27/images/bridge2.jpg

Gorbachev
07-05-2004, 12:00 AM
Originally posted by Ginger Lord
Less wpoly, more epoly. You still wont be able to make it playable, wait for HL2 for detail like that. This is for show...
func_walls are still w_poly. The only epoly is from models.

NC17
07-06-2004, 02:02 PM
Originally posted by Gorbachev
func_walls are still w_poly. The only epoly is from models.

Actually EPoly stands for Entity Poly

Most entities ceate EPolys

I havn't used hl1 hammer in months but i remember that models and water entities create EPolys, not sure which other entities do as well

Gorbachev
07-06-2004, 02:14 PM
It's model based polies only. The epoly count is based on the triangular shaped model polygons, while wpoly are the misc. polygons created by world brushes, brush based entities are still compiled in the "brush world" so they are bound to the same limitations and properties of brushes. Meaning they are measured in wpoly. I have a picture here of both a func_wall and a func_water which clearly shows a 0 count for epoly. I reiterate again wpoly is from any brush based object whether it be entity or solid. epoly is model polygons. Stuff like sprites don't show up but will effect your fps as well as stuff like the SKY brush (debates etc.) But in short, I back up my claim.

TheNomad
07-06-2004, 03:56 PM
yep, gorb is correct, u can try compiling a brush, then make it a func_wall to see if it has an effect on the polys.

kleinluka
07-06-2004, 05:37 PM
just because something shows up as 0 wpoly or 0 epoly doesn't mean it doesn't affect fps. It still needs to use resources and be rendered, else it'd be invisible.

the whole "are func_walls w or e polys?" discussion is sorta pointless.

NC17
07-06-2004, 06:04 PM
Last time i compiled a map and removed a water entity my epolys dropped and my wpolys were not changed

They changed some engine code in the last steam update though and apperently have a better use of memory maybe that acounts for it

Gorbachev
07-06-2004, 06:05 PM
Originally posted by kleinluka
just because something shows up as 0 wpoly or 0 epoly doesn't mean it doesn't affect fps. It still needs to use resources and be rendered, else it'd be invisible.

the whole "are func_walls w or e polys?" discussion is sorta pointless.

Which is what I said :p
But it's best that people know that func_walls etc. are wpoly because they are harder per unit on the engine than epoly are. No sense in continuing incorrect information. So yes, it is important in some cases but obviously not life or death. It would just mean that the mapper should know that just making something a func_wall will not be a magic fix.

Ginger Lord
07-07-2004, 12:35 AM
That wpoly pic is flawed, not only can it not be 0 wpoly and 0 epoly, as there are objects there, the minimap is on, which in steam stops the wpoly/epoly read out.

Gorbachev
07-07-2004, 01:04 AM
Surprise guys that's WON.

You guys should know this...the one line with the 19 wpoly is the correct one...did you guys never map in v1.0 WON before?

The readout in the picture is 19wpoly 0 epoly. I'm not spewing some BS about it creating zero anything...

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