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Re: some questions on A7 Pro capabilities
[Re: Kasey_Dee]
#175016
12/28/07 04:51
12/28/07 04:51
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Joined: Jul 2006
Posts: 503 Australia
adoado

User
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User
Joined: Jul 2006
Posts: 503
Australia
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Hello ^^ Quote:
1. How long are the build times for a small level? I know this is relative question and depends on many factors. If I could get a rough idea that would help.
Well, if you include blocks in your level it, is similar to A6 as far as I know. With blocks, it can be quite slow, but like you said it depends on many factors. You will get very nice static lighting on the blocks, though. And in the forecast there is a Radiosity feature being implemented ^^. If you don't use blocks and only models and terrains, compiling into a level is done very quickly, almost instant.
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4. What is the dynamic light limit? What is the static light limit?
A7 has 'unlimited' dynamic lights, although it is only a workaround the real hardware limitation of usually 8 or so. Quote from the manual:
".. the 8 lights hardware limit of today's video cards, light sources are dynamically switched on and off during rendering while taking care that no more than 8 lights are active at any time."
I don't think static lights have a limit, but they increase build time.
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2. I have 3D Studio Max 9. Can you make your levels using model geometry and have the lighting and shaders work? I never liked making levels out of level geometry or brushes.
I am not exactly sure... you can make models in 3ds max and export them. If you want the materials from 3ds max to still be on your model you must bake them using the Render to Texture feature in max, the materials cannot be used with MED directly.
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Does A7 support soft shadows?
This question has gone around a lot lately ^^ but I am not sure But as far as I know there are many versions of it under construction, so I think it will only be a matter of time..
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Does level geometry behave differently from model geometry? What I mean is how lighting affects it. I was looking into C4 engine and they reacted the same but may not be here.
Blocks, or level geometry have their lighting pre calculated (this is done during level compiling). Models do not, and are only lit via dynamic lighting or baked lightmaps. (as far as I know )
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If you have the capabilities to programme can this engine handle writing a quest editor and weather system with lighting that changes throughout the day? Item drop and placement within the game world? Inventory? We are trying to create a game like Morrowind meets Knights of the Old Republic and Deus Ex. I am not referring to massive game but gameplay capabilities here.
Yes The programming language, especially Lite-C, would allow all of these possibilities. For the quest editor, you would need to write this yourself still but it should be possible 
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I have the redist license for Face Gen. http://www.facegen.com/ Can A7 Professional support morph targets?
As in visually morphing from one mesh to another? I don't think so, but you could get around this. You could place bones in the model to animate the model in realtime, and this would allow arbitrary/combined animations. Or, maybe, you could use a vertex shader to manipulate vertices but I am not sure on this one...
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Is seamless level loading possible?
With the right code, it should be 
Hope it helps a little, ^^ Adoado 
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