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Author Topic: The new mAAp Pipeline  (Read 19326 times)

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Offline Koden

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Re: The new mAAp Pipeline
« Reply #15 on: Sunday, November 25, 2012, 05:21:59 AM »
It feels alive. The lifter has disappeared :P :)

Offline [Majestic]tidididi

Re: The new mAAp Pipeline
« Reply #16 on: Sunday, November 25, 2012, 05:27:24 AM »
OMG Spanky is back! GJ!

Offline Spanky

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Re: The new mAAp Pipeline
« Reply #17 on: Sunday, November 25, 2012, 13:37:46 PM »
It feels alive. The lifter has disappeared :P :)

Yea, I was doing render testing and noticed that at various places around the map, over 90k polygons in meshes were being rendered. So, I got rid of some of the windows on the building which allowed rendering of things on the other side and then I'm in the process of doing some culling trickery with low-poly meshes. The big tanks are the first to receive this and so far save 4k polys by using a low-poly mesh at a distance. The forklift alone was 7k polys so I've saved 11k polys outside. I'll put the forklift back inside where it can be culled easier behind an anti-portal.
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Offline Spanky

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Re: The new mAAp Pipeline
« Reply #18 on: Sunday, November 25, 2012, 19:58:17 PM »
New build is up today. Took out another 10k polys with clever culling. Added playerblocks in various areas, tweaked foliage and played around with some lighting. Anyone have any bugs/issues to report?
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Offline Spanky

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Re: The new mAAp Pipeline
« Reply #19 on: Monday, November 26, 2012, 15:47:22 PM »
Did some texture work today, added a few new textures and re-did some existing ones:

It's like shaving your pubes to make your junk look bigger.
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Offline Alex

Re: The new mAAp Pipeline
« Reply #20 on: Monday, November 26, 2012, 16:00:28 PM »
Looks great!

Offline MothaGoosE

Re: The new mAAp Pipeline
« Reply #21 on: Monday, November 26, 2012, 16:35:02 PM »
I've always loved this map! It's well designed and beautiful. The only issue I've ever had with it is that Defense can shoot through the windows at assault spawn. I've always felt that that through off the balance in Defense's favor, as it puts pressure on Assault as soon as they spawn. I think a good compromise would be the ability to see through the windows, but not shoot through certain ones. I know you're going for realism though, so just a suggestion. Good stuff, Spanky.

Offline Spanky

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Re: The new mAAp Pipeline
« Reply #22 on: Monday, November 26, 2012, 17:05:32 PM »
I removed a bunch of the windows for performance reasons. The main big ones are still there but it's not really easy to shoot out any of them. The ones at the stairs at break room you can shoot into the vent above main entrance but that's about it. I also removed the little windows in secondary pump room.

Thanks for the comments guys :) Check out the version on Dropbox, it's current.
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Offline Spanky

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Re: The new mAAp Pipeline
« Reply #23 on: Monday, November 26, 2012, 22:07:36 PM »
Original post updated with today's build. I did a lot of texture work, it could be called making Pipeline 'HD'. Download link in the original post is updated and there's a nifty HD video as well.

I would like to hear some feedback from more people  :makemyday:
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Offline Spanky

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Re: The new mAAp Pipeline
« Reply #24 on: Tuesday, November 27, 2012, 01:35:45 AM »
Another interesting experiment:

[youtube]http://www.youtube.com/watch?v=OBDWuMCjKJY&hd=1[/youtube]
It's like shaving your pubes to make your junk look bigger.
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Offline MothaGoosE

Re: The new mAAp Pipeline
« Reply #25 on: Tuesday, November 27, 2012, 02:08:41 AM »
For the record, I can stick all these files in AA directory for the editor and I won't need to ask you for the new sounds and textures right? In other words, is what you included in this download everything that has been added to the editor since Blue fixed the carry objectives?

Offline Spanky

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Re: The new mAAp Pipeline
« Reply #26 on: Tuesday, November 27, 2012, 02:40:22 AM »
Everything included in the download is what's required to run Pipeline with a normal AA installation. There have been other things added to mAAp (Koden converted 2.8 textures over and put them in another package) but the 7z file in the original post is JUST for Pipeline.
It's like shaving your pubes to make your junk look bigger.
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Offline MothaGoosE

Re: The new mAAp Pipeline
« Reply #27 on: Tuesday, November 27, 2012, 02:58:23 AM »
Everything included in the download is what's required to run Pipeline with a normal AA installation. There have been other things added to mAAp (Koden converted 2.8 textures over and put them in another package) but the 7z file in the original post is JUST for Pipeline.

All right, then I'll get my laptop running so I can reconnect to the dropbox. Could you pm me whatever I need to know in order to connect?

Offline Spanky

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Re: The new mAAp Pipeline
« Reply #28 on: Tuesday, November 27, 2012, 03:06:07 AM »
I think you're already in the Dropbox group so all you have to do is download Dropbox and your files will download.
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Offline Spanky

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Re: The new mAAp Pipeline
« Reply #29 on: Wednesday, November 28, 2012, 15:00:04 PM »
Some screenshots of the work I've been quite pleased with the last couple days:











It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

 

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