Ziemanskye on 6/11/2005 at 15:58
Quote Posted by GlasWolf
I've had an idea in mind with trees overlooking an enclosed area - would this be hopeless?
Not necessarily, it depends a lot on how detailed you want the trees to be, and how much is infront/behind/inside them. And how picky you want to be about framerates - I'm very picky (the hardline for Forgotten Spaces is technically 8 fps on the internal counter of the OptVersion.exe, though I'm breaking that to 6 in a couple of places already - it looked too good to optimise!)
If you could model/texture some new trees it could work better - the main frame rate hit is in layers of alphas, so looking into one thing isn't so bad, but looking through 2 is bad, and 4-5 worse, though it's less of hit if they are kept seperate (ie, looking at one set of leaves in each tree, and the don't overlap)
Also, would it have to be trees? There are some good (large) one sided bush smeshes which could work quite well.
GlasWolf on 6/11/2005 at 17:06
Quote Posted by Ziemanskye
Also, would it have to be trees? There are some good (large) one sided bush smeshes which could work quite well.
It's to imply an inaccessable forest behind a tall wall, so you'd only see the top half of the trees. Maybe a flat dark textured background with a few tree/bush smeshes in front of it to give depth would work... I'll have to try it and see.
SubJeff on 6/11/2005 at 20:02
You could use some small trees in the skybox at the right place to spoof the effect perhaps? I'm realising that creating the illusion of something is all important in this engine, and it's the way to do alot of stuff we think is hard/impossible.
ProjectX on 14/11/2005 at 16:35
Quote Posted by GlasWolf
Litton Grange.
A bit blocky in design, but some really nice colors going there, w00t!
Quote Posted by Absinth
i just messed around with static meshes to get a clue of positioning and looks.
actually, it's just a rebuild of a structure in the tutorial mission
Nice architecture and lighting, although it would look cool with a bit of dark blue ambient light to simulate the moonlight.
GlasWolf on 14/11/2005 at 18:54
Quote Posted by ProjectX
A bit blocky in design, but some really nice colors going there, w00t!
Thanks for the comment. It's a pretty large open area there so I'm being conscious of performance and not adding too many frills (yet). It's running fine on my machine though, but I guess the downside of having a fairly fast PC (3.4GHz/6800GT) is not being sure how it'll perform on a more typical setup. Still, by the time it's released that WILL be a typical setup. :)
Bardic on 21/11/2005 at 12:10
I don't know if the die hard fans will be ticked at me, but I have some plans for some non-(Garrett/City) FMs with this engine. I like the play style, and want to do some different things with it.
I have started one of our family campground in Idaho, with the cabin and woods. Still trying to work out the wide open spaces, and I plan on a lot of custom textures and smeshes for it.
Another that I am further on is the Ways from Wheel of Time. Maybe using them to link several parts of my mission. I'm basing it off of this pic I found on a fan site.
(
http://img517.imageshack.us/img517/8809/wayseg2io.jpg)
I'm not quite sure I can make the stone reflective like that. I don't even know yet what I would have at either end, like WoT locations or Thief locations.
DragonLance, Lord of the Rings, who knows. I almost wonder if it is crazy to turn Thief into something else, or like the DarkMod, take a total conversion from Doom3 to Thief, and then want to convert it again into something different again.
Why do I always end up rambling at 5 in the morning. That's it, I'm going to bed. By the way, some good stuff judging by the screenshots. I can't wait to see how some of them turn out.
Tch on 22/11/2005 at 03:03
Sometimes I see wall textures that seem to have the bump maps inverted such as in that last screenshot -- grout pokes out and bricks cave inward. How does this happen in the editor?