Yeah, he deserves a great thanks! though I feel that something isn't right about that, suddenly >80k tris "disappearing"??
They're still there. But r_speeds can't display them cause they're being hardware rendered. That's at least what i think happens. Either way the tris count doesn't affects performance as it does under vanilla.
According to Bladekiller Frankie did a 500000 tris map (500000 tris in one model is the max q3map2 will compile) with simple clip brushes and it runs at 125 fps. Collision affects fps more than tris, that's why models and simple clip brushes are prefered in HD.
bludshot wrote:Those are just temporary textures for a playtesting beta So, definitely not bump mapping them. As for the final version textures, I wasn't really planning on bump mapping them either but I'd like to get up to date and maybe find some statistics on how many people even use bumpy in 4.1 (especially in league competition).
Temps or not I'd go with that style. It's been a while since we had a quaky looking map You can always release 2 versions of the map. One normal with no bump maps for comps and one for pubs with _n and _b maps included. Just to test the technique and get used to it.