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Re: Sci-Fi Corridors
[Re: darkinferno]
#338185
08/16/10 13:30
08/16/10 13:30
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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OP
Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Darkinferno: You probably will see it.
Sadsack: The polycount differs from corridor to corridor. But with all these props included a corridor has something around 30 to 50 thousand triangles. This comes mainly from the cylinders used on pipes and rails. But these polies dont come as a huge mesh. They are split into separate sub meshes around 5 thousand each. So when you look at only a part of the corridor some other parts are out of camera frustum and can be culled. So the GPU often has less to render. But when you combine many of these corridors to a big level, then you need some more scene management (not only view frustum culling). Maybe it can be done with the new regions or in combination with a basic BSP layout.
Models, Textures and Games from Dexsoft
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Re: Sci-Fi Corridors
[Re: darkinferno]
#338210
08/16/10 16:29
08/16/10 16:29
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Joined: Jan 2006
Posts: 2,157 Connecticut, USA
Blink
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Joined: Jan 2006
Posts: 2,157
Connecticut, USA
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thats amazing! great work as usual!
My Famous Quotes: "Hip hop is like a virus, infecting everyone and everything around it. Every form of media has some way,shape or form, assimilated hip hop into it." It has also mutated into other strains like, trip hop, house, rap, gangster, and conscious forms. Once you are infected with it, its with you for life."
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Re: Sci-Fi Corridors
[Re: Blink]
#338240
08/16/10 18:04
08/16/10 18:04
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Joined: Oct 2007
Posts: 5,210 Ä°stanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
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will the UDK formats be included in the package, or will we have to import/export this from fbx/max to whatever format we want?
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