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Re: Sci-Fi Corridors [Re: darkinferno] #338185
08/16/10 13:30
08/16/10 13:30
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline OP
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Machinery_Frank  Offline OP
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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.


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Re: Sci-Fi Corridors [Re: darkinferno] #338210
08/16/10 16:29
08/16/10 16:29
Joined: Jan 2006
Posts: 2,157
Connecticut, USA
Blink Offline

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Blink  Offline

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Joined: Jan 2006
Posts: 2,157
Connecticut, USA
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."
Re: Sci-Fi Corridors [Re: Blink] #338240
08/16/10 18:04
08/16/10 18:04
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Online
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Quad  Online
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Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
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?


3333333333
Re: Sci-Fi Corridors [Re: Quad] #338246
08/16/10 18:20
08/16/10 18:20
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline OP
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Machinery_Frank  Offline OP
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Potsdam, Brandenburg, Germany
I am not sure about UDK format at this moment. I have to do some testing before.


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Re: Sci-Fi Corridors [Re: Machinery_Frank] #338370
08/17/10 18:29
08/17/10 18:29
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline OP
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Machinery_Frank  Offline OP
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Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
By the way: Each mesh is closed and works with stencil shadows. This is of course a reason for a couple more polygons. Here is another small corridor:



And here is a corner element for turning left and right:






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Re: Sci-Fi Corridors [Re: Machinery_Frank] #338374
08/17/10 18:48
08/17/10 18:48
Joined: Jul 2010
Posts: 127
Germany, Herford
Ditje Offline
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Germany, Herford
I am speechless - fantastic!!!

Re: Sci-Fi Corridors [Re: Ditje] #338376
08/17/10 18:58
08/17/10 18:58
Joined: Aug 2007
Posts: 1,922
Schweiz
Widi Offline
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Widi  Offline
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Posts: 1,922
Schweiz
great, fantastic, amazing !!! Good work.

Re: Sci-Fi Corridors [Re: Widi] #338377
08/17/10 19:06
08/17/10 19:06
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Posts: 2,713
Lübeck
Somehow makes me want to play around with some lowres version on the iPhone tongue

Re: Sci-Fi Corridors [Re: Slin] #338384
08/17/10 20:01
08/17/10 20:01
Joined: Mar 2008
Posts: 2,247
Baden Württemberg, Germany
Espér Offline
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Espér  Offline
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Posts: 2,247
Baden Württemberg, Germany
i will buy the extended pack if there will be one ^^


Selling my Acknex Engine Editions (A7 Com & A8 Pro):
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Re: Sci-Fi Corridors [Re: Espér] #338411
08/17/10 23:48
08/17/10 23:48
Joined: Aug 2008
Posts: 408
mi usa
sadsack Offline
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Posts: 408
mi usa
Thank you
renny


I have A7 Commercial .............. Now I just need to learn how to use it

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