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Re: Sci-Fi Corridors
[Re: sadsack]
#338437
08/18/10 07:42
08/18/10 07:42
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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Joined: Nov 2004
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Thanks for all the kind words. Slin: I just made a short test for you. When I remove all the cables and pipes then the following corridor has only 812 polygons. It is still a closed mesh. So when you remove the backside polygons, it would even be less (I guess something around 500):
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Re: Sci-Fi Corridors
[Re: Machinery_Frank]
#338458
08/18/10 12:42
08/18/10 12:42
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Joined: Mar 2009
Posts: 146 USA
paracharlie
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Posts: 146
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Almost makes me want to dump my rpg and make a sci fi game lol...
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Re: Sci-Fi Corridors
[Re: paracharlie]
#338476
08/18/10 14:27
08/18/10 14:27
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
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Posts: 5,210
İstanbul, Turkey
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and i still ask for seperate corridor pars for UDK. packing it all in a UPK would not be so hard.
Last edited by Quadraxas; 08/18/10 14:28.
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Re: Sci-Fi Corridors
[Re: Quad]
#338506
08/18/10 17:55
08/18/10 17:55
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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and i still ask for seperate corridor pars for UDK. packing it all in a UPK would not be so hard. This is definitely something I have in mind. I want to test these assets with different technologies and UDK is also on my todo list. There you have to make your own CSG walls but the decoration elements will help to achieve the same look as I showed here. Another interesting fact about UDK is: the new lighting system can even light the entire level from the included textures with emission channels. All my lamp textures come with emission textures. So theoretically you could light the entire level only with geometry.
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Re: Sci-Fi Corridors
[Re: painkiller]
#338616
08/19/10 17:39
08/19/10 17:39
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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My PC is a bit old now: Core2 Duo E8500 @ 3.16 GHz GeForce 9800 GTX It is not my PC. A deferred render really can deal with this huge amount of lights, as long as they don't cast shadows. So I have only a couple shadow casters in each room. And when I add post processing like SSAO then it is noticeably slower.
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Re: Sci-Fi Corridors
[Re: darkinferno]
#338631
08/19/10 19:24
08/19/10 19:24
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Joined: Mar 2006
Posts: 2,252
Hummel
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