UGAC – Moving Juggernaut Vehicle Level - Rules


#21

Hey , I am new to these challenges and I was wondering how I would go about signing up for this? It sounds very interesting. And I have been waiting for something like this to catch my eye :slight_smile:


#22

Matellis -> Just start a new thread in here, named
“GAC – Juggernaut Vehicle – Matellis”

That’s all the signing up you need :slight_smile:

.


#23

oh man this is like such an exciting challenge i already know wat i’m gonna do. but i feel that i’m gonna add the environment later too cause it would look way cooler to do so. good luck to everyone, i’m so anxious to see everyones work :smiley:


#24

The texture resolution is with 1024x1024 too low. A small buggy in UT2004 have so much.
In the example, the big vehicle in the UT2004 convoy have 19x1024/1024, 10x512/512 and a couple of 256 textures too and it really looks blury nowadays. But how it would look with 30 times lower texture resolution?

MfG
Cosmin


#25

wait a sec guys, we’re doing a vehicle with levels inside. in other words a vehicle with interior right?


#26

I have to agree, there’s no way you can make a good looking level/vehicle with that kind of low specs unless you only use repetitive textures and uv-mirroring (but, that would require a more dense mesh, since you’d have to split it like crazy to get any detail into it). It’s a shame though, seemed like a nice challenge… :frowning:


#27

UT2004 levels contain MUCH more than 5000 polys- including that convoy one. :slight_smile: Because of Ut’s (and many other game engines) tech, on-screen polys are much less that the total level geometry because of harware occlusion, portals, fogging, etc.

LOL- on the game I am working on now, one character has a higher poly/texture limit. Maybe time to start going with “next-gen” limits. After all, Normal maps are already being allowed. :wink:


#28

it is true these specs are way low even for stuff for UT2K4.


#29

i think that ut level was relatively higher.

(i seem to remember one of the guys developing the game was showing off one of the low res models for the next ut game, pre-normal mapping & said that it was about 9k, which he said on average, was about as much as the levels in the last game)

it does seem low to me too, but i say screw it. i’m giving it a go. even if it is too low, if i can pull it off properly with the one i’m working on, i think it’ll be all the nicer for it.

but people are complaining, it’s a challenge right? it’s supposed to be challenging.

-J


#30

I agree aswell. I dont think anyone wants to make this look like its for the psp. In order for us and others to get really interested in it , it should be next gen based really.


#31

it should be something thats do-able within a certain timeframe. everyone wants to do next gen stuff, but do you guys realize how much time it really takes to do high quality next gen stuff?


#32

Will you really have time to make a level that a team of people with a much longer time limit made? People keep saying that the UT convoy level had more poly’s, true, but would you be able to finish something as complicated and as huge as that in time anyway? If you want more detail make a smaller level, get creative here, like someone has said in another post, it’s a challenge, rise to it.


#33

yeah true enough guys , LETS JUST GET CRACKIN!


#34

Yeah, I brought up that orange vehicle (in convoy) during the pre con. It has around 15k facing the camera, so the mesh is probably somewhere between 20k-25k, with three 1024 maps (+ a few) and it isnt a very big vehicle.

I am in either way, but if you guys are willing to change it, now is the time.


#35

What an excellent idea!~…Well off to the drawing board…


#36

double the limit, double limit :slight_smile:


#37

Double would not be enough anyhow. The specs are way toooooooo low. I mean this is like lower than a level for the old UT…

Ok I opened up Unrealed and looked at the real stats. the Convoy scene is around 25,000… Remember this is the viewable area of the level… Since bsp blocks a lot of the inside part of the Convoy. Easily the construction of the one convoy can be around 100,000 or higher poly wise. And texture wise

I looked at just the main model for the convoy outside… Not counting inside or bsp added textures. Just the pieces of the convoy truck and found that it has around.

7 1024x1024

2 256x256

I will re iterate this is only the convoy outside pieces not the trims, insides, and smaller details.

A realistic scene in ut2k4 maps… remember this is not a next gen game can handle 60,000 polys in scene with total ease at 100fps with tons of textures and not miss a beat in fps.


#38

I had just opened up a UT2K4 map as well. I figured a DM map is manageable by an individual in this timefram (really pushing it), so that is what I looked at. When I first looked at Corrugation the tri count was 10K (it seemed low at the time)…

:banghead: :banghead: :banghead:

Just now when I revisited it, I found out I was only counting the BSP, not the static mesh. The Death Match level has around 200,000 tris.

I want to see stuff that would scare little kids! We need to fix this poly count and texture limit!


#39

its called a challenge for a reason. they have set the limits. u have to try and wok with it. other wise it aint a challenge. its just make something thats like a vechiles. this way u have to ay right i have to try my best to make the best looking vechiles with the smallest amount of polygons.

anyway i always though most detail can be carried out in the textures. not in the polygons.use normal mapping if u want even more detail. seeing as its a technology being used in games no a days


#40

5000 is like 1 boss character…not an entire environment…???

since the vehicle/environment will most likely be static and have the “background” moving past it (ie the ut level discussed) then 20K or even higher is more than acceptable. Static meshes can be pretty big these days.

oh and for the textures I think double that too would be in order since the current specs would not just limit, but hinder the creative process…

I am excited about this comp, but I am weary about the specs.

-KDX-