Blockland Files > Add-Ons
Kerumi Valley - v21 STATIC TERRAIN MAP
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thegoodperry:

--- Quote from: RockyDoctor65 on October 07, 2018, 03:50:20 PM ---In that one video, The terrain seems to be smoother. Maybe you can ask lego how he did it?

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the map is shadeless. im pretty sure thats a blender option for materials
RockyDoctor65:

--- Quote from: thegoodperry on October 07, 2018, 03:53:30 PM ---the map is shadeless. im pretty sure thats a blender option for materials

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It's what I meant lol.
speeddog73:

--- Quote from: thegoodperry on October 07, 2018, 03:47:05 PM ---good map and i can see you made it as a test for slopes, but as a standalone map it really leads one to question why someone doesn't just make this out of modter and save everyone the trouble

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Well it’s like you said, it was intended to be a test and pave a way for The Slopes. And sure, somebody could make this with ModTer, but it would be quite the challenge compared to how short this actually took me to model in Blender.
Also, it paves a new way for people who want easy maps. The reason the datablocks are so high are because of the polycount being quite high for BL. What really sucks is that every mesh takes up probably around a datablock, and you need an independent mesh for every polygon for collision. So it can be really bad at 3900 polys with a map like this, but once again it’s something I didn’t know until I made this map. If I wanted to shrink the poly count it shouldn’t be that big of an issue, keeping it at about 1k-2k polys per map. I might shrink this map and optimise it in the future.
speeddog73:

--- Quote from: thegoodperry on October 07, 2018, 03:53:30 PM ---the map is shadeless. im pretty sure thats a blender option for materials

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Ah now I know what you’re talking about. I believe I know the option for it too, just thought it would forget with BL’s rendering.
K3k0m@n:

--- Quote from: speeddog73 on October 07, 2018, 04:04:35 PM ---What really sucks is that every mesh takes up probably around a datablock, and you need an independent mesh for every polygon for collision. So it can be really bad at 3900 polys with a map like this, but once again it’s something I didn’t know until I made this map. If I wanted to shrink the poly count it shouldn’t be that big of an issue, keeping it at about 1k-2k polys per map. I might shrink this map and optimise it in the future.

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jesus loving christ
...just play v20 my dude
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