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Re: Futuristic level demo [Re: PHeMoX] #95782
10/25/06 03:32
10/25/06 03:32
Joined: Aug 2005
Posts: 119
Madison, WI
J
JakeL Offline OP
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JakeL  Offline OP
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J

Joined: Aug 2005
Posts: 119
Madison, WI
Zeitwerk: That was a texture experiment, and I won't back down from that point. Besides, faking specularity like that would look horrible in a level. Also, grunge like that dosent tile well. I understand and do appreciate criticism but only in the context of my post. I explained that the textures were low resolution and also that everything was already completed for a client; therefore, nothing is going to change. If there is any doubt to the quality of my higher resolution work, please look at my site.

Epsilon: My client wanted the lowest resolutions possible, hence 256x256. I almost went with 128X128. This was intended primarily as alpha material for testing purposes and pitching ideas. Please don't compare Doom 3 to independent work.

PHeMox: Thank you. Your critique was excellent, and I understand your points.

Every one else: I hope you enjoy this level. I really don't want this post to go negative. I really worked hard on it, so check it out and let me know if it runs smooth. Keep in mind, there is no reason someone can't disagree with criticism.


If you need graphic resources, or just want to see some of my work, check out our site AdenFall Software.
Re: Futuristic level demo [Re: JakeL] #95783
10/25/06 05:02
10/25/06 05:02
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Posts: 4,771
Bay City, MI
wow, (sorry to go off topic) but that has to be the most mature response to a disagreement i have ever seen on this forum, seems like people are finally gaining some tact when talking to other people , btw, jakeL, for 256x256, i have to say those are some beautiful pics, what is the color depth?

Re: Futuristic level demo [Re: lostclimate] #95784
10/25/06 05:15
10/25/06 05:15
Joined: Aug 2005
Posts: 119
Madison, WI
J
JakeL Offline OP
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JakeL  Offline OP
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Joined: Aug 2005
Posts: 119
Madison, WI
Lostclimate: Thanks for the kind words. I'm not 100% sure because I did the textures so long ago, but I believe the textures were 16 bit .bmps, could have been .pcx though. I'm almost positive they were 16 bit though.


If you need graphic resources, or just want to see some of my work, check out our site AdenFall Software.
Re: Futuristic level demo [Re: JakeL] #95785
10/25/06 07:51
10/25/06 07:51
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
JakeL: You created fantastic pattern at the textures. Very nice.

The level runs fine but I get nearly sick after testing a few minutes since it is flickering very often. Maybe you should switch on some kind of sync in the engine. Is this possible? Don't know exactly.


Models, Textures and Games from Dexsoft
Re: Futuristic level demo [Re: FBL] #95786
10/25/06 12:20
10/25/06 12:20
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
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sPlKe  Offline
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Posts: 4,206
Innsbruck, Austria
Quote:

Wow, I like the architecture - it juest doesn't look boring. Very nice.
While the usnaturated scene has it'S own style, a little bit yellowish color from the lights could be worth a try.

Maybe you should also add some dirt, and dark corners, could be a bit darker.
But apart from from that, it seems to be really good work. Downloading demo now.




indeed. thing is, scifi thats clean doesnt add the mood. thus, i realyl reccomend some dirt and old stuff. other than thats its pretty good^^

cant download, not at home, download later...

Re: Futuristic level demo [Re: Machinery_Frank] #95787
10/26/06 03:07
10/26/06 03:07
Joined: Aug 2005
Posts: 119
Madison, WI
J
JakeL Offline OP
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JakeL  Offline OP
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Joined: Aug 2005
Posts: 119
Madison, WI
Frank_G: First, I must say that I have looked at some of your most recent work and it is very, very good. I'm sure everyone has, but if they haven't, they need to check out your futuristic textures. I'm not sure what you mean by flickering, though. I have never encountered such a problem. I only used templates while throwing this together, so maybe fps max is causing some problems on very fast computers, which I assume your computer is if you are able to work with 2048x2048 layered textures, just a guess.

Spike: Thanks for the crits. Maybe I'll take on everybodys' challenge and create a high resolution, gritty dark sci-fi room which lots of bells and whistles in the next couple days.


If you need graphic resources, or just want to see some of my work, check out our site AdenFall Software.
Re: Futuristic level demo [Re: JakeL] #95788
10/26/06 03:46
10/26/06 03:46
Joined: Aug 2005
Posts: 119
Madison, WI
J
JakeL Offline OP
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JakeL  Offline OP
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Joined: Aug 2005
Posts: 119
Madison, WI
Ok, so what I'm really curious about is the performance in one particular area.

Below is a top down shot of the level in wire frame. Green is where you start as the player, and you are looking down toward the bottom of the screen. The hall which runs horizontally from the red circle to the blue is the longest stretch without any corners, and all of its faces are rendered because they obviously wouldn't be culled.

When you turn into either the red or blue corners and face the hall does anyone notice frame rate drops or stutters? If you do what type of specs do you run?

I'm sorry about not having the debug panel. I didn't know that the templates didn't include it when published, so you guys will have to just look for severe changes visually.



Last edited by JakeL; 10/26/06 04:19.

If you need graphic resources, or just want to see some of my work, check out our site AdenFall Software.
Re: Futuristic level demo [Re: JakeL] #95789
10/26/06 03:57
10/26/06 03:57
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Posts: 4,771
Bay City, MI
well the reason for this is because a6 uses bsp culling (any engine will have this same problem wether they are bsp or not), what it does is renders only visible block faces, now since when you look down a hallway, you see more faces than you usually would it has to render more polygons, and slows down the overall speed

Re: Futuristic level demo [Re: lostclimate] #95790
10/26/06 04:23
10/26/06 04:23
Joined: Aug 2005
Posts: 119
Madison, WI
J
JakeL Offline OP
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JakeL  Offline OP
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Joined: Aug 2005
Posts: 119
Madison, WI
Thanks for your response, lostclimate. My post was worded poorly, so I edited it. I was really asking "if" people were noticing any frame rate drop in these areas. I'm pretty familiar with bsp, having worked with it in another engine as well. I'm just trying to get an idea of any limitations I might have in future level design.


If you need graphic resources, or just want to see some of my work, check out our site AdenFall Software.
Re: Futuristic level demo [Re: JakeL] #95791
10/26/06 05:35
10/26/06 05:35
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Joined: Oct 2005
Posts: 4,771
Bay City, MI
well i didnt really notice, and i dont have the greatest videocard, tho you did say this was for low end machines, and my videocard is bad, but my actual processor and ram are a p4 3.06 ghz w/HT and i have 512 mb of ram, so that makes a big difference to.

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