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Curved surfaces

Discussion in 'Original Unreal Tournament' started by Claymore, Feb 21, 2000.

  1. Claymore

    Claymore The Flying Dutchman

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    Sometime last year there was a guy who compared Q3 to UT, and I fully agree with him. But there's one thing I'd like to say.

    Some ppl might already know it, but in the comparrison Q3's curved surfaces were pointed out, and indeed they're really cool, but this technique is NOT new.
    Several custom maps for Quake2 came out which supported These curved surfaces. They're really nothing more than shadows, they just Look rounded.
    Q3 just uses more polygones for curves, and combined with the shadow techniques it looks very nice.
    Someguy told me that the polygon count increases when you get closer to a surface/brush/curve. This might be true, but that's just the way a game is programmed, and it's called efficiency.
     
  2. hal

    hal Dictator Staff Member

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    I thought they were bezier curves.

    [​IMG]
    Yes, I know I'm full of $I-IiT - but I'm Godlike dammit!


    hal{PuF}
     
  3. Rooster

    Rooster Local Legend

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    What do bras have to do with Quake?

    OH! Not brasiers... Hmm.. /~unreal/ubb/html/wink.gif

    [​IMG]
    You know your worth when your enemies praise your architecture of aggression.
    nguid:453406
     
  4. Uh...am I missing something here? UT allows curved surfaces too. Enable it in one of the .ini files inside the systems folder( I would say which file, but I'm at work and don't want to direct you to the wrong file). It is the one with the list of graphic drivers i.e. D3D, OpenGL, S3, and Voodoo. Also, in the advanced console command you can enable it in the "Display options" (I believe). I think we are talking about the same thing right? If not...disregard. /~unreal/ubb/html/smile.gif
     
  5. Rooster

    Rooster Local Legend

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    Yes, but does it do anything? I had it on for a little bit, but of course that was a while ago, before I knew everything about UT *choke* *sputter* *cough*. *raises his hand in the air* "Save your watches! The shìt's getting deep!"

    [​IMG]
    You know your worth when your enemies praise your architecture of aggression.
    nguid:453406
     
  6. CHRYSt

    CHRYSt You can't help that. We're all mad here.

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    You're right proph. The problem is that UT's curved surfaces is nowhere near as efficient as q3's. Plus most mapmakers don't include them anyway.

    [​IMG]
    "Where's the BACTINE?! Some of this blood is MINE!!" -- JTHM
     
  7. Rooster, I noticed that certain objects (like buttons, rivets, screws and other things that should show depth) appeared more realistic. Of course the world detail would be set to high. Also, certain objects or designs on players appeared mor lifelike (viens for example). But, in the heat of battle...you really don't need it. I can see it's benefit for demos or pics...yet for playing it is pretty much worthless.

    [This message has been edited by [FiS]Prophetus|PUF (edited 02-21-2000).]
     
  8. Rooster

    Rooster Local Legend

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    Cool, I'll think I'll turn it on. Right now, I never dip below 40fps at 1024x768, High everything (including 32 voice sound @44.1khz). Always looking to spice things up a bit.

    [​IMG]
    You know your worth when your enemies praise your architecture of aggression.
    nguid:453406
     

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