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Red Eclipse • View topic - Tesseract map ports

Tesseract map ports

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Tesseract map ports

Postby molexted » 02 Nov 2017 05:45

Attachments
20171101223255.png
20171101223252.png
20171101223604.png
20171101223558.png
polaris-tess.zip
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error-tess.zip
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Last edited by molexted on 09 Nov 2017 07:31, edited 3 times in total.
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Re: Tesseract map ports

Postby Unnamed » 02 Nov 2017 18:58

That is something I want to join.
Here is Darkness. I removed some lights and sunlight, added some volumetric lights and changed fog colour to black.
20171102192021.jpg

20171102192050.jpg

darkness.tar.gz
cfg file was missing
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Re: Tesseract map ports

Postby molexted » 04 Nov 2017 06:26

Castle
The attachment 20171103232007.png is no longer available
20171103232007.png

Much,much whiter on the surface, and much better resolution on the torches.

I added some guidelines up on the first post.

Unnamed, you're supposed to make a map, not a benchmark :roll: What GPU are you running?
See about setting flag 7 to 1 (fastest, no geometry occlusion) or 2(slower than 1, static), they're all in dynamic (0) mode currently.
Attachments
20171103231751.png
castle-tess.zip
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Re: Tesseract map ports

Postby Unnamed » 04 Nov 2017 16:13

oops, this should be the right file:
darkness.zip
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And here is Nova:
20171104170028.jpg

20171104170350.jpg

nova.zip
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Re: Tesseract map ports

Postby Dziq » 06 Nov 2017 14:25

Umm good work, maps looking better a bit...and I working secretly on Cargo.. I should show some results in a few days (damn work)
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Re: Tesseract map ports

Postby molexted » 09 Nov 2017 06:41

Map porting now has an issue at https://github.com/red-eclipse/maps/issues/48 ; I suggest checking against this list before starting a port, so you don't end up being redundant and making a port that someone else already did.

Error has now been merged into master; a freshly updated copy of RE now has it inplace of the buggy mess there before it.
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Re: Tesseract map ports

Postby Unnamed » 10 Nov 2017 11:34

I added a day version of Darkness although it is dusk. However, I have no ideas for a map description.
20171110122706.jpg

20171110122724.jpg

darkness.zip
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Re: Tesseract map ports

Postby molexted » 12 Nov 2017 04:53

Quite a lot better performance than the first version, though you seem to have a thing for placing multiple lights in the same spot. Remember that the map has to be playable on Intel HD 3000 chips @768p; performance with volumetrics disabled should be similar to or better than Castle or Error on Tesseract, which this map misses by a factor of nearly 2. You can't be as heavy-handed with the light entities as in Cube 2, where there is no performance penalty for extra lights.
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Re: Tesseract map ports

Postby Dziq » 13 Nov 2017 04:10

And here are some screens of my total conversion of Cargo. Why total conversion?... just look at screens to compare (original map without porting to new engine, and my vision below)
What do you people think about that drastical change? ..please don't bite me, I just wanted to make this map better in visual terms :\

Map is ready in 70%, a few things need to be finalized, like lighting, texturing, simplyfying some geometry etc
































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Re: Tesseract map ports

Postby freezurbern » 13 Nov 2017 14:41

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Re: Tesseract map ports

Postby shirepirate » 13 Nov 2017 23:40

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Re: Tesseract map ports

Postby qreeves » 14 Nov 2017 00:35

Tesseract can pretty much run on anything with modern OpenGL support, so the only real limitation is what resolution scale you can put up with.
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Re: Tesseract map ports

Postby Dziq » 16 Nov 2017 16:30

@shirepirate, map looks darker now, but please keep in mind that now lighting system 'feels' differently. Even if there are some dark surfaces, that don't mean automatically that this place is dark too. Players are very visible now in such areas, lighting still goes there, glowing parts on impulse suits look awesome btw
I admit that with new theme this map looks differently to older, brown-green-red version of Cargo we used to play but still, with new lighting system it's possible to throw some live in environments, and without mismatches model/geometry light, you see more naturally whats going on, with much better depth-feeling.
;p also these screens are from day version, I just don't get around that.. since skylight is dependant on sun direction too. I was moved sun to almost top of the map but still skylight is much worse than old one (along with /blurskylight 2) :( ..anyway I still working on it, slowly but it will be interesting map to explore I think, even if layout is the same as before (~92%), so now its a little brighter and whatever, more complete day/night vars too.

Expect a first preview version to be posted in next day or two, so people can look around, feedback welcomed
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