ataricom on 26/12/2007 at 21:19
Quote Posted by sterlino
to decrease the polycounts you can try reversing all the solid brush into air brush
You mean, carve steps out of a solid brush instead of making steps out of individual solid brushes?
sterlino on 26/12/2007 at 21:32
Quote Posted by ataricom
You mean, carve steps out of a solid brush instead of making steps out of individual solid brushes?
..yes of course... you don't like the idea ? :erg:
ataricom on 26/12/2007 at 21:37
It just seems like more work. Never really given it much thought, honestly.
sterlino on 26/12/2007 at 21:40
Quote Posted by ataricom
It just seems like more work. Never really given it much thought, honestly.
but it really decrease the polycount... anyhow i said: you can try.. but only if you would ! :cheeky:
Yandros on 26/12/2007 at 21:43
More work is worth it for less polys, if you need to lower the count in that room.
No Dromed for me the last few days, been catching up on the latest releases. Got to play through the new Alpha of Sliptip's First Project last night (he rebuilt it from scratch), and I find it absolutely impossible to believe it's the Dark engine, but it is... it feels like Thief 3 but looks even better. Today I've been enjoying Night One of The Seven Sisters and think it's going to get my vote for mission of the year if the next two nights are as good! Lady Rowena, your storytelling and design (both gameplay and architecture) are among the best of the best!
sterlino on 26/12/2007 at 21:46
Sometimes i think that Sliptip is a Wizard of the Dromed.
I'm really curious to see that thing :D
john9818a on 26/12/2007 at 22:19
You could also reduce your brush count by combining textures like those on the steps, then use one brush instead of two.
I think Sliptip and a few others are the only ones to have Dromed Pro. :p
demagogue on 26/12/2007 at 22:27
I dabbled with getting back to an old project only to find out that it crashes during optimization. So I guess I'll have to go through the whole thing with me-only area brushes tracking down the sources of the crash and vetting them. So I did that for a little while. There is a number of them. Even using area brushes, though, it's still not easy to track them all down. But I can't really do anything else until it's back in the clear.
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