View Full Version : A few questions about making maps...
Zocky
07-24-2004, 04:24 PM
well, I was thinking about trying again mapping for ss. Now, since I use Maya, I would like to make most of the level in it, and make my own textures, so i have couple of question:
What is a polycount I can use for map (SP and MP)?
What is average polycount per level in both ss games (SP and MP)?
when I make a model, let's say a TV, uvw mapped it and texture it, how do I apply this texture to the model in SEd?
I'll ask more questions later.
Tnx.
Dead Eye
07-25-2004, 05:06 AM
well as far as mapping with models go, i've given up on everything until the new
engine comes out. i was so frustrated trying to make a level out of models and
csg collision for SamSE. miserable experience, you don't want to do it :(. mainly
because custom lighting is a pain and the light entities don't light the models.
http://www.rick-n-steve.com/temp/level.zip
extract to the game's Temp directory and load world.wld in SEd. just two rooms, two sectors, lights don't light up models, and custom shading just doesn't work well on room models. and don't ask why those obj files have 300 materials (surfaces) each :P.
toastar
07-25-2004, 12:07 PM
i made azrael entirely out of models, and there are a few tricks needed to get shadows, light effects etc to show up on static models. LW's solution is texture baking, where you set up a scene with lighting similar to that of the level and then render, whereupon it outputs the lighting layer on each of the statics to a texture file (once you have given it a UV guide) this map is then put on the detail layer (or using blendlayers shader in ska) the only real downside is that you can't put detail textures on baked surfaces.
deadeye, it is also a good idea to use SKA models, as they render faster and support unsmoothed edges as well as different sorts of shaders and no pain in the ass surface splitting. cool map nevertheless ;)
Dead Eye
07-26-2004, 12:24 AM
oh i normally would use SKA, but Zocky uses Maya so I used Maya ;). child's Maya SKA plugin I believe was written for Maya 4 or 4.5 and most comp labs run 5 or 6. anyways, i'll try that baking technique, thanks. but hopefully the new engine won't require baking in a modeling app ;).
Zocky
07-26-2004, 03:57 AM
Tnx both of you for answears! :)
I'll try something and post comments later.
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