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Map Piracy [Resolved-*Lock me*]

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    Originally posted by -=¤willhaven¤=-
    When your map is final and ready for release, delete all the BSP brushes and save the map for upload somewhere. Makes map piracy much harder.
    My god that is genius! I'm going to try that later. Never thought about it before I guess after a map has been built the bsp could be deleted because without another build all the existing built bsp wouldn't change. But at the same time you wouldn't be able to edit or copy it because the original bsp is no longer there. Thanks Will if it works ^^ :up:

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      Wow
      this made for a really good read
      Pity i didnt get past page 2

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        Originally posted by mrpartyhat
        My god that is genius! I'm going to try that later. Never thought about it before I guess after a map has been built the bsp could be deleted because without another build all the existing built bsp wouldn't change. But at the same time you wouldn't be able to edit or copy it because the original bsp is no longer there. Thanks Will if it works ^^ :up:
        Deleting BSP was a great method back in 1999-2002, but it will not protect your meshes and textures, and maps in the future will probably only be 20% - 30% BSP.

        Originally posted by -Amwryn-
        6 weeks?

        those guys are taking 15 coffee/smoke breaks a day and riding the clock a lot then.

        if i were being paid to do it 8 hours a day i could probably crank out 2 full pro quality maps in that time. If, of course, i dident run out of ideas.

        and im a noob mapper

        adendum. unless they are working with Radiant. then i could see the 6 week time frame due to 4 weeks in an Alcohol/Depression Recovery Center.
        I guess they use all sorts of advanced techniques on the model which would include shaders, HDR texturing considerations??, displacement mapping, specularity, reflection considerations, and making the model match its real world counterpart as closely as possible. They would not be using anything like radiant to build models. They would be using a professional suite like 3D studio Max or Maya

        It's probably more work than creating entire small UT2004 level

        The sky rocketing cost in making games probably has most to do with the artitistic content creation and the number of people needed for just art content

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          Hmm, very interesting read...

          Curious though, do you think the normal mapping will be able to be used on BSP?

          Normal maps, and textures could be combined and used on BSP for some great easy effects...

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            Originally posted by CMan
            Curious though, do you think the normal mapping will be able to be used on BSP?

            Normal maps, and textures could be combined and used on BSP for some great easy effects...
            They'll be materials, so if there's going to be BSP in the next engine, you'll be able to normal map it. Personally though I don't see too many reasons you'd want to do that, or use BSP at all for anything but zoning.

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              LMFAO at this thread and MagicMyst making a nuissance of himself in his arguing with the people who made this game, not really knowig what hes talking about (atleast in all practicall aspects), and blabbering on some more about a Sun comment, to which he has sent himself into a Blackhole, and yes its a Blackhole, with a capital B, as long as everyone else in this thread THINKS YOURE IN IT. rofl. Oops did i just say black hole, I hope he doesnt take that one too literally, lol.


              BTW I'm going to copy and paste this thread and claim it my intellectual property and sell it on ebay for those in need of a good laugh. Anyone ever check out those ROOFLES being sold on ebay? Man were they scrumptious.

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                Places Bid


                But i do agree it would be nice if people wouldn't rip your stuff off.

                but hey who am i talking
                i have used static meshes from other maps. and hopefully a vehicles, but yes i will include the people in the credits

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                  Did you know you can lock and unlock threads yourself? Try it from the admin options - its the only one that works. For the thread creater ONLY ofcourse.

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