Refracted Reality (Formerly Infinite Void)

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Re: Refracted Reality (Formerly Infinite Void)

Postby Major Cooke » Tue Jan 21, 2020 9:51 am

I can offer to help optimize these maps if you wish. Simply put, I can export large sections of the map as models that have a lot of details and implement them as actors. This will greatly increase frame rates while playing through it.
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Re: Refracted Reality (Formerly Infinite Void)

Postby Kills_Alone » Thu Jan 23, 2020 10:07 pm

Looking forward to this as I'm a big fan of the abstract, portals, and space themes. Here is footage from your first demo for posterity's sake:

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Re: Refracted Reality (Formerly Infinite Void)

Postby Alamo985 » Fri Feb 07, 2020 9:38 pm

I'm glad that this mappack is still being works on at the moment.
Looking forward to get my hand dirty on this...
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Re: Refracted Reality (Formerly Infinite Void)

Postby Kappes Buur » Sat Feb 08, 2020 12:39 am

Major Cooke wrote:I can offer to help optimize these maps if you wish. Simply put, I can export large sections of the map as models that have a lot of details and implement them as actors. This will greatly increase frame rates while playing through it.


I do not mean to derail this thread, but here is a quick question.
Could you do a tutorial on how to do this modeling bit and consequently importing into a map?
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Re: Refracted Reality (Formerly Infinite Void)

Postby Kappes Buur » Sat Feb 08, 2020 12:41 am

I like what I see so far :)
with one exeption, those psychedelic colours
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Re: Refracted Reality (Formerly Infinite Void)

Postby Major Cooke » Sat Feb 08, 2020 1:26 am

Can do. I had been working on it for a while but I stopped briefly. Recently I've kicked it back up again so it should be good to go soon.
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Re: Refracted Reality (Formerly Infinite Void)

Postby Kappes Buur » Sat Feb 08, 2020 4:41 am

Thanks
I'm looking forward to it.

Several times I tried to wrap my head around it but so far it is a major stumbling block for me.
I need a kick in the right direction :)
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Re: Refracted Reality (Formerly Infinite Void)

Postby Major Cooke » Sat Feb 08, 2020 10:20 am

Thankfully it's not hard. However I will only be doing this primarily for OBJ since MD3 sometimes has some normal weirdness from time to time. I have no idea how to really fix those so my suggestion is to use OBJ if culling back faces is required, unless you want to maintain zandronum compatibility. The guide I'm working on will at least show how to set the normals properly in blender but sometimes the MD3 exporter breaks things.

One thing to note, you no longer get access to functionality like Doom 64 lighting.
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