More screenshots from the 3D Skybox as it is finished:
I can safely say that this was only achieveable with 3DS Max and Wall Worm Model Tools. The way I was able to match the 3D Skybox and Hammer in the most delicate and 'fragile' situations is blatantly mindblowing and I would never be able to optimize the map by nature in Hammer. I mean, I haven't yet applied a single optimization process (as the environments are in the works) and the map runs at a steady 280fps in and outside.
My initial idea of seperating the the cathedral in 2 (a clean cut to seperate left, right, front and back from each other when walking through the map) and still conserving the total picture as if you can see the whole cathedral from everywhere has become a reality whereas previously it was just a dream! And, even more, now when walking around the cathedral, it nicely culls away all inside geometry from the outside as well as the opposite side geometry (as I predicted). This means that even though the map currently consists of around 1.2 million polygons in total, at most only 300k get rendered at the same time excluding all of the incoming geometry as well.
That is to say, it runs at maximum speed for me so I have lots of extra reserve to add fancy stuff!
Now, I only have 8 days left, so 8 days are now going to be spend on finishing the map, making it playable and get it running for the CEVO contest. That means that new screens will only be added probably AFTER finishing the whole thing.
That being said, once the map is entered and polished, I will be starting all of the tutorials for WMMT that I wish to share with everyone, via Youtube and articles.
I can safely say that this was only achieveable with 3DS Max and Wall Worm Model Tools. The way I was able to match the 3D Skybox and Hammer in the most delicate and 'fragile' situations is blatantly mindblowing and I would never be able to optimize the map by nature in Hammer. I mean, I haven't yet applied a single optimization process (as the environments are in the works) and the map runs at a steady 280fps in and outside.
My initial idea of seperating the the cathedral in 2 (a clean cut to seperate left, right, front and back from each other when walking through the map) and still conserving the total picture as if you can see the whole cathedral from everywhere has become a reality whereas previously it was just a dream! And, even more, now when walking around the cathedral, it nicely culls away all inside geometry from the outside as well as the opposite side geometry (as I predicted). This means that even though the map currently consists of around 1.2 million polygons in total, at most only 300k get rendered at the same time excluding all of the incoming geometry as well.
That is to say, it runs at maximum speed for me so I have lots of extra reserve to add fancy stuff!
Now, I only have 8 days left, so 8 days are now going to be spend on finishing the map, making it playable and get it running for the CEVO contest. That means that new screens will only be added probably AFTER finishing the whole thing.
That being said, once the map is entered and polished, I will be starting all of the tutorials for WMMT that I wish to share with everyone, via Youtube and articles.