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Re: Sci-Fi Corridors [Re: sadsack] #338437
08/18/10 07:42
08/18/10 07:42
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
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
Joined: Mar 2009
Posts: 146
USA
P
paracharlie Offline
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paracharlie  Offline
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P

Joined: Mar 2009
Posts: 146
USA
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
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Posts: 5,210
İstanbul, Turkey
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.

3333333333
Re: Sci-Fi Corridors [Re: Quad] #338506
08/18/10 17:55
08/18/10 17:55
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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Posts: 7,121
Potsdam, Brandenburg, Germany
Originally Posted By: Quadraxas
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: Machinery_Frank] #338608
08/19/10 15:55
08/19/10 15:55
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
Here is a first test in a real-time engine (deferred renderer with almost 100 lights in my small level and occlusion culling to render only what you see):



I get around 100 FPS in 1920x1080 screen resolution.


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Re: Sci-Fi Corridors [Re: Machinery_Frank] #338615
08/19/10 17:18
08/19/10 17:18
Joined: Aug 2009
Posts: 1,438
Spain
painkiller Offline
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painkiller  Offline
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Spain
what pc do you have? o.0


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Re: Sci-Fi Corridors [Re: painkiller] #338616
08/19/10 17:39
08/19/10 17:39
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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Posts: 7,121
Potsdam, Brandenburg, Germany
Originally Posted By: painkiller
what pc do you have? o.0


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: Machinery_Frank] #338624
08/19/10 18:28
08/19/10 18:28
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Joined: May 2009
Posts: 1,816
at my pc (duh)
any eta on when we might see an ingame preview with lightfrog ?

Re: Sci-Fi Corridors [Re: darkinferno] #338631
08/19/10 19:24
08/19/10 19:24
Joined: Mar 2006
Posts: 2,252
Hummel Offline
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Hummel  Offline
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Joined: Mar 2006
Posts: 2,252
argh, dont stress me-.-

Re: Sci-Fi Corridors [Re: Hummel] #338683
08/20/10 14:11
08/20/10 14:11
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
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Joined: May 2009
Posts: 1,816
at my pc (duh)
lol ^ ^ ur too epic to be stressed wink

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