jermi on 1/3/2005 at 17:57
You want rooftops? I'll give you rooftops.
Nothing new to Unreal modders, I guess, but for most Dromedites this is all new and exciting. Two brushes: the ground and the skybox, and all the rest is static meshes. This is another frame rate killer, not that bad in fullbright mode, but add some shadows and you're below 5 fps again. Of course one would never do this in a real mission: if you want it to be possible to go down there and walk the streets, you zone them carefully; if you want a vista like this, you make it the backdrop.
Something I noticed while doing this is that all shadow-casting light has a radius of 0-255, and 255 is a tiny radius for something like this scene. Directionals can have a big area of effect, but they don't cast shadows. So even if I were willing to compromise performance, I couldn't make this a daytime scene, because there's no way to do sunlight in a big area with shadows. Or am I missing something?
(
http://jermi.dyndns.org/~jermi/stuff/Thief/rooftops.jpg)
Inline Image:
http://jermi.dyndns.org/~jermi/stuff/Thief/rooftops_t.jpg
Dark Arrow on 1/3/2005 at 19:07
Wow. And you had no fps problems with that? Wow. Interesting to see and know.
Fingernail on 1/3/2005 at 19:25
Quote Posted by jermi
This is another frame rate killer, not that bad in fullbright mode, but add some shadows and you're below 5 fps again.
:tsktsk:
mol on 1/3/2005 at 20:12
I.... wh.... :eek:
I'm at loss for words. Stunning. :eek:
Komag on 1/3/2005 at 22:01
o-my-gosh-holi-schmackeroli-that's-impossible... :wot: :eek: :wot: :eek:
belboz on 2/3/2005 at 02:55
Its the sky that buggers frame rate, in the unreal skybox thing.
nobody on 3/3/2005 at 20:47
wish i could see what everybody thinks is so interesting. there's a broken (or removed) picture link in the bottom of first post but no pic. any chances of a link to it or a reposting?
Shoshin on 3/3/2005 at 22:47
Is that a three-masted ship way off in the background?
jermi on 3/3/2005 at 22:55
:weird:
I'm old and confused so I have no idea what that was about ... whatever it was, thanks David.
And yes, that is a ship, there's at least three of them in the background.
Anyway ...
So far I've figured out that a shadow-casting light's maximum radius is probably 2048 unreal units (certainly no more than that), which is 128 feet assuming a foot = 16 unreal units. I've tried just about every "Lighting" property there is (which isn't very many) but that radius limit seems absolute. Can anyone confirm this?
Inline Image:
http://kotisivu.mtv3.fi/jermi/Thief/shadow_meter.jpg