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1 registered members (TipmyPip),
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Key:
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Re: UT Level Contest Price Pool Update
[Re: Joey]
#309529
02/09/10 21:28
02/09/10 21:28
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Joined: Jan 2010
Posts: 20 Sheffield UK
Xonath
Newbie
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Newbie
Joined: Jan 2010
Posts: 20
Sheffield UK
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so its a case of finding that happy medium between quality and performance. thanx for the advice Joey  ill stop rubbishing this thread now lol cheers xonath
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Re: UT Level Contest Price Pool Update
[Re: Xonath]
#309548
02/09/10 23:10
02/09/10 23:10
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Joined: Jan 2004
Posts: 2,062 Hamburg, Germany
slacer
OP
Expert
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OP
Expert
Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
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I have a small video tutorial for this question at youtube. [video:youtube] http://www.youtube.com/watch?v=KIb4LTtqy9Q[/video] In this video I use the marine reference model, a floor and a wall with textures from dexsoft. The textures are 512x512 pixels large. If we define that the marine model is about 2m in height including boots and helmet, this would also define that 256 px equals 2m and 512 px is about 4m. If you play unreal tournament you will notice that the doorways are always very large compared to the players size. Why is this the case? Because this game needs room for action and if you want to avoid some hits, you have to dodge (jump and jump again in mid air). I hope the visual quality of the video will improve during the youtube post processing. It is a highres video (1200x800) but currently only the lowres is avaiable. It is my first video tutorial, so please relax and ignore the noisy background.
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Re: UT Level Contest Price Pool Update
[Re: Roel]
#327806
06/08/10 17:43
06/08/10 17:43
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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Bumping this up!
to anyone whishin to join:
less than 2 months left.
Last edited by Quadraxas; 06/08/10 17:43.
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