Judith on 4/8/2009 at 05:27
These are added in your level for everything that you create: brushes, volumes, objects, lightning, etc. Some things have more properties than the other, like all the frobbable, interactive objects from actor class menu have more properties than just corresponding static meshes. Characters are probably those entities which have the most properties, so having crowds of people in your map might kill it quickly.
Beleg Cúthalion on 4/8/2009 at 05:35
Quote Posted by massimilianogoi
Finally what are these properties? Make me some examples, so I better understand.
Quote Posted by myself
@Massimiliano: Check the Quirks etc. and Game crashes... threads to find out how to detect your property storage count.
...
pwyll on 5/8/2009 at 16:50
I just find something interesting - in "Avoiding Mistrust" by DarkDragon in the garden in the Lord Raven's mansion there are about 20 tourches, the area is vast, there are guards but it doesn't lag on my PC. Why is that? Why the "Blue Rose" lags but "Avoiding Mistrust" don't lag. In "Blue Rose" the number of guards is the same but the tourches are less. Judith, what is your opinion?
Judith on 5/8/2009 at 17:36
Quote Posted by pwyll
I just find something interesting - in "Avoiding Mistrust" by DarkDragon in the garden in the Lord Raven's mansion there are about 20 torches, the area is vast, there are guards but it doesn't lag on my PC. Why is that? Why the "Blue Rose" lags but "Avoiding Mistrust" don't lag. In "Blue Rose" the number of guards is the same but the torches are less. Judith, what is your opinion?
It's hard to nail the particular problem here, but all the Savar's FMs suffer from a low framerate. He has a lot of AIs in his maps, which might cause the dropdown, but I think that might be due to three things: a) he has a good PC so he doesn't notice that; b) he uses the wrong .exe file to generate ibt files - the "slower one" with commands, console and system messages, instead of T3MainReleaseVersion.exe; c) he didn't raise the MaxLightCount in the world properties window, which seem to have an effect, in some circumstances. Also, as Shadow said, zoning might have something to do with that too. We're talking about max lights per "scene", which is what player sees at any given moment, so bad zoning might increase the amount of things visible on screen, thus the FPS drop.
By the way, I finally had a few minutes for editing, just some simple exercise:
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http://img217.imageshack.us/i/44276213.jpg/)
Inline Image:
http://img217.imageshack.us/img217/2519/44276213.th.jpg
Renzatic on 12/8/2009 at 14:24
That's more than a halfway decent archway, Judith. The texturework in particular is really damn nice.
As for me, well...I've got my big project, but I'm finding I need more practice to do some of the more complicated stuff. So I went off on a tangent. Yesterday, I was goofing around with Dosbox, and I got to poking and prodding a bit of Ultima 8. It's one of the two bastard children of the series, but I always liked Pagan as a setting, so I figured I'd look do a search and see if anyone had tried to do a modern remake of it. Long story short, I ran across Ultima V Lazarus, thought it'd be neat if I tried my hand at something similar, and made...
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http://users.chartertn.net/greymatt/U8_modo.jpg) This
Nothing too grand yet, just a few models and textures (and definitely not anywhere close to being Thief related)...but hey, I'm proud of it. Specially since it's my first time playing with prerendered lighting.
Judith on 12/8/2009 at 15:32
Nice :) I'd think about a little bit of grass at the bottom of those rocks so they don't stick out that much. You know, just a smudge.
Renzatic on 12/8/2009 at 17:41
SS, I guess it doesn't matter what theme they fit into...if they fit for something you want, ask me and I'll send them your way.
Judith, I'm actually one half step ahead of you. Modo 4 has this neat new feature I've been playing with called (
http://www.luxology.com/modo/tour/fur) fur rendering that is excellent, EXCELLENT for making grass and roots and stuff. The only downside is that it's displayed at render time only, so you can't do a straight export to a game. But on still, if I can figure out the settings to get a quality orthographic render out of it, I'll never have to screw around with making alpha mask grass billboards in PS again.
Renzatic on 12/8/2009 at 22:08
Whoa damn, man. I think you're getting better than me at making textures. That rock wall is absolutely beautiful.
Judith on 14/8/2009 at 09:02
Thanks. Actually I'm thinking about some modular house-building mesh set. It surely will be split to parts like ground floor, floor 1, 2, etc, but you'll be able to change the texture on each wall to use the same layout in a different way. Right now I'm using the old method, i.e. uvw mapping, for it's faster, but I already don't like the lack of prerendered shadows, so I might reconsider this strategy a bit.
(
http://img99.imageshack.us/i/96207249.jpg/)
Inline Image:
http://img99.imageshack.us/img99/594/96207249.th.jpg