With cordite in the air, splintered steel, shell casings and powder burns, there’s only one explanation...
For all you mappers out there!

Moderators: Joe Kari, Pardner, TheDoctor, Breli

Postby LuckyGenDago » Mon Aug 30, 2010 5:57 am

The Map will be getting to Big if we create a Mountains where you have to go down. ( in a smaller Map you just need to do stravejumps, q3 movements, to get a Speed like hell).
but we are in the right Way. :P
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Postby kaiyouw » Tue Aug 31, 2010 2:57 am

Yeah, we are...
what do we need now? more ideas? perhaps you guys could show me what you have in mind, using MS Paint like I did lol
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Postby LuckyGenDago » Wed Sep 01, 2010 11:00 pm

The Ideas are there.
I will try now to form a *easy map* of it.
I will post it than here.

Greetings
Dago
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Postby Joe Kari » Fri Sep 03, 2010 7:02 pm

You can achieve open map using far-clipping, so you need less vis-blocking to save framerate.
This apply only for the renderer, the physical engine still have to perform collision test on solid object that are currently hidden.
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Postby LuckyGenDago » Sat Sep 04, 2010 11:39 pm

thanks Joe i will take it in my mind
i actualy have no time for the first parts of the map.
;(

I will retake it around the 15th of this month.

Greetings

Dago
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