Search found 314 matches

by LouMan
Sat Aug 06, 2005 9:07 pm
Forum: Works In Progress
Topic: Coming down the pipe
Replies: 33
Views: 13309

Hmmm - I have played something similar to that... Thinking....

Those are jump pads, correct? You bounce off of them to the different levels. Perhaps your new map making option is some sort of 'bounce' option?
by LouMan
Sat Aug 06, 2005 7:29 pm
Forum: Screenshots & Artwork
Topic: BZFlag Animation
Replies: 41
Views: 14002

Frame render time depends heavily on the amount detail requested from the software. Video size, special effects, antialiasing, special detail require much greater rendering time. Keep in mind that LightWave is rendering to a video file and/or a picture file and is not a 'real time' render engine. Fo...
by LouMan
Sat Aug 06, 2005 7:17 pm
Forum: Screenshots & Artwork
Topic: BZFlag Animation
Replies: 41
Views: 14002

All very good ideas. I will keep them in mind. I have also added a sample mpg version of the file at (removed, sorry) . JeffM is absolutely correct in the assumption that I used the particle effects (hypervoxels in LW) to create the explosion. It is 3D - not sure if I can create a billboard version ...
by LouMan
Sat Aug 06, 2005 3:10 am
Forum: Screenshots & Artwork
Topic: BZFlag Animation
Replies: 41
Views: 14002

Okay. I figured out how to use the web space provided by my internet service to put up a temporary page for the video - I'll warn you that the site is very basic - I made it in about 5 minutes. Anyway, there is a link to the sample video there (remember, the sample is low resolution - will look much...
by LouMan
Sat Aug 06, 2005 2:14 am
Forum: Screenshots & Artwork
Topic: BZFlag Animation
Replies: 41
Views: 14002

I have already reduced its size from 13 Mb (avi) to 855 k (wmv) - thanks for the suggestion though.

CannonBallGuy - I would be very grateful if you could host the video for a little while! :) Please PM me with file transfer instructions and url to add as link in this thread. Thank you! :)
by LouMan
Sat Aug 06, 2005 12:15 am
Forum: Screenshots & Artwork
Topic: BZFlag Animation
Replies: 41
Views: 14002

BZFlag Animation

Attached are a few sample screenshots of a BZFlag animation I am working on right now. There is still a lot of work to be done with it (sound, title/tag graphics, etc.) So far, the animation is 20 seconds long - I will probably get it to 30 seconds with graphics, etc. Suggestions for theme/audio/tex...
by LouMan
Sun Jul 31, 2005 8:59 pm
Forum: General Map Making Discussions
Topic: No reflections
Replies: 4
Views: 1769

Try leaving shininess out of your material definition and setting specular 0 0 0. This seems to make the objects fairly flat and dull. ** sorry, just noticed that you wanted to use notextures. I tested with texture 'roof' and the settings I described above worked for that. When I tried it with notex...
by LouMan
Sun Jul 31, 2005 12:55 am
Forum: Prefabs and Map Objects
Topic: Monopoly Car
Replies: 16
Views: 9792

Monopoly Car

I started this some time ago and abandoned it. I have also made a thimble and the top hat model; I quit when I got to the dog - very tough. Anyway, it' still an unfinished model; I have to reduce the poly count on the car - it's around 1000 polygons as shown. I also wanted to add more detail to the ...
by LouMan
Sat Jul 30, 2005 9:02 pm
Forum: Map releases
Topic: Metropolis
Replies: 69
Views: 21925

Ding ding ding - we have a winner! That was much faster than I expected!

I'm glad it was recognized :)
by LouMan
Sat Jul 30, 2005 8:56 pm
Forum: Map releases
Topic: Metropolis
Replies: 69
Views: 21925

I'm not sure if this should be in map releases, screenshots, or prefabs section, but since the car model discussion in Metropolis started here... I have worked on the car model quite a bit (see screenshots) and managed to get it down to 1276 polygons - this is approximately half of the polygons used...
by LouMan
Sat Jul 30, 2005 2:35 am
Forum: Map releases
Topic: Island Hopping Map & Screenshots
Replies: 21
Views: 6558

Island Hopping Revision 7

Attached is Island Hopping Revision 7. Changes: 1) Cleaned up lighthouse - reduced polygon count by about 500 and added inside points to help prevent driving inside lighthouse. The reduced polygon count should also improve video framerate. I also re-textured the lighthouse and used slightly differen...
by LouMan
Wed Jul 27, 2005 9:02 pm
Forum: Map releases
Topic: Metropolis
Replies: 69
Views: 21925

The car has 2556 - way too many - need to somehow simplify. The curved surfaces drove the poly count through the roof, but it didn't look right without them. Still a work in progress, and I will be making more vehicles. I plan a truck (will have fewer polys - squareness), and perhaps a few other sim...
by LouMan
Wed Jul 27, 2005 7:57 pm
Forum: Map releases
Topic: Metropolis
Replies: 69
Views: 21925

Metropolis Revision 2

Soon to come - Metropolis Revision 2. I have been told that changes will be made to next release of BZFlag that will allow higher polygon counts with better performance (fps). When this release of BZFlag has been widely circulated and I have fully tested the Metropolis enhancements, I will release r...
by LouMan
Mon Jul 25, 2005 2:29 am
Forum: Screenshots & Artwork
Topic: I give you, the golden rogue!
Replies: 21
Views: 7764

Isn't rouge a type of red makeup for cheeks/lips? Is golden rouge a new type of cosmetic? -Give your cheeks that nice natural golden red glow?

Oh... you meant rogue ;)

Just teasing - looks good :)
by LouMan
Sat Jul 23, 2005 6:59 pm
Forum: Screenshots & Artwork
Topic: Arthur where are you?
Replies: 5
Views: 3317

lol - I made almost the same thing for my Camelot map but decided it would serve no function and add complexity for no real purpose.

Nice job!
by LouMan
Sat Jul 23, 2005 3:44 am
Forum: Map releases
Topic: Metropolis
Replies: 69
Views: 21925

Like I said, trepan is making some significant improvements to the graphics engine that may allow much higher poly counts without hurting fps. We will see - that's why I am waiting for the official release.
by LouMan
Sat Jul 23, 2005 3:30 am
Forum: Map releases
Topic: Metropolis
Replies: 69
Views: 21925

I will be adding standard city objects. I may experiment with some of the free models available through 3D Cafe, etc. or make my own. Ideas are welcome, but I don't want to clutter the map excessively - it is fairly narrow and crowded as it is.
by LouMan
Sat Jul 23, 2005 3:25 am
Forum: Servers: General Discussion
Topic: Useful utility to make a server !
Replies: 14
Views: 4375

conf file generator

Why aren't you using the standard conf file generator provided with bzflag? It is much easier to use... (see attached)
by LouMan
Sat Jul 23, 2005 3:16 am
Forum: Map releases
Topic: Metropolis
Replies: 69
Views: 21925

Cars, signs, billboards, newspaper boxes, etc. will be coming. trepan is working on some significant improvements to BZFlag's graphics engine and I will wait for the next official release to start experimenting with them. Supposedly, higher poly counts will be possible and there will be improvements...
by LouMan
Fri Jul 22, 2005 12:13 am
Forum: Map releases
Topic: Metropolis
Replies: 69
Views: 21925

Metropolis Revision 1.5

Attached is latest revision that remedies the darkness in the sewers some players complained about.
by LouMan
Sun Jul 17, 2005 5:11 am
Forum: Map releases
Topic: Metropolis
Replies: 69
Views: 21925

The antenna tower is electrically isolated by invisible transdimensional ceramic insulators and is entirely conductive due to the nature of it's broadcast spectrum. The antennas are actually used for mind control and the frequency that they transmit is in the ULF band, requiring very tall supercondu...
by LouMan
Fri Jul 15, 2005 11:51 pm
Forum: Map releases
Topic: Metropolis
Replies: 69
Views: 21925

Metropolis

Attached is Revision 1.3 of Metropolis. Fixed a few more bugs and seems to be running ok now. The darkness problem 'should' be fixed. I cannot replicate any such issue and everything looks ok to me now.
by LouMan
Thu Jul 14, 2005 10:24 pm
Forum: Map releases
Topic: Island Hopping Map & Screenshots
Replies: 21
Views: 6558

Feel free - I just ask for credit when credit is due :wink:
by LouMan
Thu Jul 14, 2005 4:37 am
Forum: Map releases
Topic: Metropolis
Replies: 26
Views: 7587

Metropolis Revision 1.2

Attached is Metropolis revision 1.2. Made improvements to flag and player spawns and cleaned up some miscellaneous mistakes.
by LouMan
Tue Jul 12, 2005 7:45 pm
Forum: Map releases
Topic: Metropolis
Replies: 26
Views: 7587

Metropolis Revision 1

Attached is Revision 1 of the Metropolis map and a few screenshots. Some of the changes: 1) Textures, textures, textures. UV mapping, UV mapping, UV mapping. See screenshots. 2) Measures to reduce/eliminate player/flag spawn in buildings and outside of playing area. 3) The tunnel bottoms have been e...