snobel on 14/6/2015 at 11:01
Damn, that's a nice roof... Hopefully you can find some way to fit it in. Don't want to hear someone yelling "Garrett, I'm slipping!" though.
bikerdude on 15/6/2015 at 12:32
Very nice roof.
Judith on 15/6/2015 at 19:01
Quote Posted by snobel
Damn, that's a nice roof... Hopefully you can find some way to fit it in. Don't want to hear someone yelling "Garrett, I'm slipping!" though.
Hah, good one! That could serve as a kind of easter egg, although it would be hard to do without copyright violation ;)
Beleg Cúthalion on 19/6/2015 at 06:03
Looking good, really! Hiding between solid objects might provide a new angle on the solid gameplay (maybe moving said objects compensates for the loss of manipulating shadows then). Another advantage might be that you can exclude lit areas from the navmesh. I had this in mind for an Enforcer mission where the assassins actually stay in the shadows.
Judith on 19/6/2015 at 07:19
That's a neat idea, thanks! I'm back at pre-production, so I had to ask myself what I really wanted to do. And, honestly, I just want to make pretty things in 3D space that is interesting to traverse ;) No 'profound', 'emotional' story, because I'm not a writer, and no lengthy readables. This may sound like a lack of ambition, but limiting yourself this way it's actually pretty interesting. I treat every room as a test room, a more or less complicated problem to be solved. The final result will probably look like one of Dishonored challenge maps. And there's a slight chance it won't take years to finish ;)
Beleg Cúthalion on 22/6/2015 at 19:28
Actually you can have the whole mission concept, if you like: It was supposed to be superficially embedded into TDS's storyline. Garrett was traveling to Auldale (where, for some reason, no enforcers can be found) and the idea was to make a homage to the T2 Equilibrium FM. Daylight, interesting Gothic/Art Nouveau architecture to traverse (pretty much the stuff they did for the T3 artworks of which only fragments made it into the game) glass-metal palaces, balconies, warehouses and all the time you would have the contrast between busy street life down below and the tension of Keeper enforcers chasing you on the Thieves' highway. They would stay in the deep shadows caused by the stark daylight and you would have to hide between solid objects to avoid them, maybe manipulate the environment.
snobel on 14/5/2016 at 07:25
Quote Posted by Judith
I had to shelve my FM due to real-life activities
:(
Quote:
I didn't have time to create a nice looking environment, so I did something more abstract for my tests ;)
Interesting scene. :)
bikerdude on 14/5/2016 at 15:34
@Judith, very impressive. Have you manage to gain lower level access to the engine or is this just the latest vanilla build..?
Judith on 14/5/2016 at 16:10
No this is just the game-shipped version with Sneaky Upgrade Editor Edition applied.
(
http://devmaster.net/devdb/engines/unreal-engine-2#general-overview) This link with Unreal Engine 2 specs says you can have 100k polygons or more, per scene. While T3Ed's Flesh Engine isn't Unreal, it does inherit some of its limits and features. Actually, you can get away with much more than 100k polygons per scene, as some things seem to scale up with better hardware.
Careful use of lights helps a lot here. When you press the Ion button to preview your lightning, you get access to
Lights That Touch Too Many Objects metric, which is probably the most important debugging tool in this editor. If you keep your lights in the green/yellow, you can have 6 shadow casting lights in player's view without framerate drops, at least on my hardware. Now, this is with multisampling set to max. If you use Bloom instead (and that forces the ms to switch off), the number of lights is effectively doubled. I managed to set up even more ridiculous scene, with over 200k polygons and several Omni and OmniNoShadow lights, without any framerate drops:
(
http://postimg.org/image/3lbij7jw1/)
Inline Image:
http://s32.postimg.org/3lbij7jw1/T3_Main_Release_Version_2016_05_14_18_13_00_54.jpg (
http://postimg.org/image/zbf8wdz75/)
Inline Image:
http://s32.postimg.org/zbf8wdz75/T3_Main_Release_Version_2016_05_14_18_13_47_79.jpg (
http://postimg.org/image/pn6e6ztrl/)
Inline Image:
http://s32.postimg.org/pn6e6ztrl/T3_Main_Release_Version_2016_05_14_18_14_09_13.jpgEdit: Now that's weird. Fraps takes screenshots without multisampling applied? Only SU EE's screenshot tool seems to get it right :)
(
http://postimg.org/image/ld3t9qyk1/)
Inline Image:
http://s32.postimg.org/ld3t9qyk1/Unknown_05_14_16_18_27_14.jpg