A new update:


:wip:
Minas Tirith Project || Part 2
That building is quite fantastic Amon
I really look forward to seeing it in the viewer. How many polys so far ?
Regarding textures, well, sharing textures / tiling them for many buildings and walls is prefered. This does not mean you are not allowed to use some “per-building unique textures” though. Just be wise and don’t make unique textures for everything. I will also use a level-of-detail system on textures in order to limit the video memory used. Textures should be in TGA 24 or 32 bits (uncompressed) or JPG 24 bits (compressed), resolution should be a power of 2 ( but not necessarily the same in width / height : 1024x256, 512x512, 64x256, 2048x2048, etc… ). Please no PSD, these are Photoshop specific and i can’t reuse them… Pjanssen cough cough.
Another fundamental thing when texturing: do not use any procedural material. They will not appear in the viewer. Only bitmap textures ( diffuse, alpha, bump, gloss, etc… ).
Y.
It doesn’t make much sense indeed. I will make a new map version soon.
I can’t agree more. It looks really great so far 
lol, sorry again. I’m so ashamed about those texures, also the wrong size and stuff 
But I’ll correct it sooner or later. 
Ysaneya uploaded a new version of the viewer today. The most important update is the implementation of occlusion culling, which should improve the performance.
Some buildings have also been updated, like the outer walls, the 2nd wall on the left and 1-lf-04. And some more small mesh errors. (and there came some more mesh errors with it…
)
http://www.minastirith-project.com/Minas%20Tirith%20Demo.zip
Enjoy. 
By the way, I’m going to stop modelling for this project for a while. So don’t expect any more updates or new models from me for some time 
But I will still continue doing the organisational part of the project of course.
(Why? well because I want to do some other things besides this project too)
edit: oops, should have done ‘edit’, not ‘post reply’…
Thanks for the comments :love:
@Ysaneya: the polycount now is near the 12K polys (faces over the MAX render dialog).
Let´s go working again! 
By the way, i just want to remind to the people downloading the viewer, that it’s completely useless to try it if you don’t have a good graphics card. An old GF3 is not gonna make it, given the complexity of the scene. The CPU doesn’t matter much, but i’d advise 512 Mb of RAM and an ATI Radeon 9700+ or an NVidia Geforce FX 5600+ to run it “decently”.
Y.
Hi, the viewer´s implementation of the occlusion culling works great!
The demo runs perfect (20fps in dense views) over my gf4ti4600 (amd2600+ 1Gb)
Hey everyone…I would just like to say that all of you guys are doing a great job with the buildings,
Looking good…
Here are my progress pics of building…3 -rf - 09…I fixed the arches up and added a bit of detail, and started modelling the other parts of the building…anyways still got alot to do, these are just preview pics… C & C are always welcome…




MainlineX 
@MainlineX: Nice work, only a suggestion, Make a Dummy People for make a dimension´s reference, I think that the staris are a bit “high”.
Keep it going. :wip:
Hey but is it only me or the demo crashes? I cannot launch it, it crashes! 0_0 And I have a good video card (a new nvidia quadro), 1 gb ram and a AMD ATHLON 2,00 ghz 
p.s. hey people, you are genius. I started just today in my school to learn Maya, you guys are magicians!! 
Hey Amon-Amok…thanks for your compliment and suggestion, much appreciated.
Looking at the building again and at the stairs, I do reckon that they are a bit big in proportion to the rest of the building…Thanks for that, will fix it up and will have some more updates soon…
MainlineX 
Pungolo: first thing to do is to check that you have some recent drivers. You also need a DX9-level graphics card ( NV Quadro is a bit vague, what is it exactly ? ). In case of doubt, the viewer should have generated a log file and a crash file. When it crashes a dialog box pops up, and if you click on “Send” (ala Microsoft like), it will automatically send me an email with these files. Else you can send them manually to me to f.brebion@NOSPAMvrcontext.com (remove NOSPAM), thanks.
Y.
@Ciphar: i combine the Splines-extruded with a mesh edit for the building.
the splines works good for the archs, but the main shape of it is made by editing mesh, extruding edges, etc…
Hi, here’s some Wip pics. I’m doing 2-nc-3 and since it’s not on the map i’ve had to guess and here’s the result. http://www40.brinkster.com/gozy3d/
I know it’s a bit empty so i need some tips how i can make it better.
Hey guys…yet another update…
Still have a bit to do, but it’s almost there…
WIP of buiding 3 - rf - 09…



MainlineX 
@GoZy: suggestion: an external stairs for de 1º floor?
@MainlineX: a few comments (of course you could take it, or give it away:thumbsup:)
- the 1º floor windows, are too tall, it be a windows or a ballconary?
- I don´t like very much the separate stairs on all the gates.
Hey guys, a small update, I decided to change a few things, and added a bit more detail…anyways here is a small update…



Amon-Amok…Hey dude, thanks for your feedback, it is greatly appreciated. The windows on the first floor are meant to be windows yeah, I am not too sure about em myself, I am gonna work something out for them, as for the stairs, they go across the doorways. I don’t think it is showing up properley because of the render…Or do you mean that they should go all the way across?? Thanks. 
MainlineX 
@MainlineX: Excellent work:thumbsup: , i like to know how tall is the model, specially the tower, is for reference for the building 3-rf-10, its the building that i had, so i like to know a reference in height and dont look all out of scale.
Again excellent work:applause: