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granada
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PostPosted: Tue May 17, 2005 6:43 pm    Post subject: Detail Reply with quote

Put in a few details,trying to liven it up a bit Very Happy









dave
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Chris
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PostPosted: Tue May 17, 2005 7:03 pm    Post subject: Reply with quote

Very nice, I think scenes look much more real when they have objects in them.

Could do with some AA though, just an idea could you turn AA on in your graphics cards setup, may work with DeleD.
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Paul-Jan
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PostPosted: Wed May 18, 2005 11:09 am    Post subject: Reply with quote

Totally agree with Chris, the details make it come alive. Really like the door texture, it stands out a little giving the whole thing a 'game-like' atmosphere.
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granada
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PostPosted: Thu May 19, 2005 6:08 pm    Post subject: Reply with quote

Bit of detail into the main floor





dave
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khris
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PostPosted: Thu May 19, 2005 7:43 pm    Post subject: Reply with quote

now that is good stuff. I like the detail with the floor gratings. Keep this technique up, if you progress like you've done since joining this community, you're going to end up producing some professional quality levels. it definately gives the player something to look at when running around those corridors.

with all those pipes running through the level, maybe you could make one of the rooms into a generator/turbine room as a form of landmark or centrepiece for the level. That should befun to fill out.
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granada
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PostPosted: Fri May 20, 2005 6:51 am    Post subject: Reply with quote

Quote:
with all those pipes running through the level, maybe you could make one of the rooms into a generator/turbine room as a form of landmark or centrepiece for the level. That should befun to fill out.

Played with this when i got home this morning,time for bed now Wink









dave
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khris
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PostPosted: Fri May 20, 2005 4:55 pm    Post subject: Reply with quote

Damn, now thats a nicely filled out room there. Looking really good now dave, those turbines would give nice nooks for item/enemy placement. Just thinking now what other forms of room/area could you find in an installation like this...any ideas?

by the way dave, whats the polycount on this so far?
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granada
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PostPosted: Fri May 20, 2005 5:25 pm    Post subject: Reply with quote

Thanks Khris,its been fun working on this.The poly count is 11540 Sad & thats the lowest i can get it.
A pic of the whole level


dave
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khris
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PostPosted: Fri May 20, 2005 5:46 pm    Post subject: Reply with quote

"Thanks Khris,its been fun working on this.The poly count is 11540 Sad & thats the lowest i can get it. "

You do know thats not a BAD thing? 11,000 polys is probably good for a level that size, with all that detail anyway. If those pipes i saw in the "generator room" are the prefabs off deled then they do have some wasted polys but i really shouldnt worry bout that. Im sure it would run nicely in engine if theres anyone out there willing to volunteer.

Keep it up dave anyway, it looks good, as always.
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granada
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PostPosted: Fri May 20, 2005 5:56 pm    Post subject: Reply with quote

Quote:
If those pipes i saw in the "generator room" are the prefabs off deled then they do have some wasted polys


Yea i allready went through them and deleted all the unwanted polys Wink

dave
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Paul-Jan
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PostPosted: Fri May 20, 2005 6:19 pm    Post subject: Reply with quote

With a modern machine, anything below 20.000 polies can be easily pushed through at full framerate (if you keep the amount of textures sane, lots of stateswitches are baaaad), without any form of culling (kd-tree/bsp/octree/frutrum/whatever). So that leaves what... 8000+ polygons for moving entities? That should work Smile
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