(WIP) dod_bridgetofar


billybob
08-27-2004, 01:06 PM
dod_bridgetofar by Gideon "Billybob" Williams (PusHPoP222@hotmail.com)

Not complete yet i still have problems with the fps.

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Allied Objectives:
- Capture the 4 flag points

Axis Objectives:
- Capture the 4 flag points

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Pictures:


http://uploads.dodart.net/uploads/dodbridgetofar0001.jpg -center of the map the two bridges and the bunkers

http://uploads.dodart.net/uploads/dodbridgetofar0002.jpg - this is the axis house it is the same on the Allies side (both not textured yet)

http://uploads.dodart.net/uploads/dodbridgetofar0004.jpg -this is the axis spawn same as on the other side(as you can see not finished textureing yet)

Ginger Lord
08-27-2004, 02:22 PM
No wonder you have fps problems, what is the epoly reading on that sucker.

Gorbachev
08-27-2004, 02:42 PM
Looks fullbright too...which would cause brutal fps as well.

travis
08-27-2004, 02:49 PM
that many models all visible at one time is absolutely heinous, even for H2! back to the drawing board with ye

Scuzz
08-27-2004, 04:20 PM
If your not running RAD or VIS properly/at all fps will be very high... make sure you run them :carrot:

billybob
08-27-2004, 04:21 PM
how do i turn full bright off?

Neutrino
08-27-2004, 04:23 PM
lol. read some tutorials. look at some stickies

spine
08-27-2004, 05:06 PM
What is this?
Why that name?
The name makes me think that this has something to do with the film!
But the film takes place in a city with lots of houses on both sides!
This is on the country side!
And the bridge in the film is like 6 times longer!
I realize the limits on the HL engine, but come on!
I say change the name of the map, or rebuild the map.
You'r gonna get that question forever, "what's this got to do with the film?"

Glidias
08-28-2004, 01:48 AM
YOu need to make low poly tree .mdls like this (http://glidias.dssghq.net/coldwar/coldwar3.jpg). 38 poly/30 poly variants.

You need a nicer looking map. You need some vis tricks and other tricks if you wish to handle a Bridge Too Far.

You need to learn how to light, vis-block, seal off the map properly and other fundamental things.

travis
08-28-2004, 06:42 AM
im sorry i have to be the one to say it but the following screenshot, the building is horrible, very very naughty!

http://uploads.dodart.net/uploads/dodbridgetofar0002.jpg

i think you have some ideas but you need to package them right, it looks to me like your trying to map for bf42 or something, the halflife engine just simply isnt cut out to run what your trying to do, head over to http://mardymouse.co.uk and download a couple of haircuts rmf files, they are a huge help and perhaps may give you a better idea of what to do with an idea and how to keep that poly count down, the reason i suggest haircuts rmf's is because you can get a hands on look into a map.

Glidias
08-28-2004, 08:24 AM
Actually, i know how to make a map look light BF1942. There are disadvantages to this though...

I suggest you learn how to make a proper map first.

haircut
08-28-2004, 03:38 PM
Originally posted by RaNd0M
head over to http://mardymouse.co.uk and download a couple of haircuts rmf files, they are a huge help and perhaps may give you a better idea of what to do with an idea and how to keep that poly count down, the reason i suggest haircuts rmf's is because you can get a hands on look into a map.

:D

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