|
Re: What are you working on?
[Re: Germanunkol]
#390908
01/05/12 19:35
01/05/12 19:35
|
Joined: Feb 2010
Posts: 482 in deinem Kopf
Otter
Senior Member
|
Senior Member
Joined: Feb 2010
Posts: 482
in deinem Kopf
|
You speak with a lv.54 Dovahkiin, my friend! I had the idea already, but want to read your personal Feedback. But,... good thinking!
Be my UBB-Buddy, without any reason!
|
|
|
Re: What are you working on?
[Re: Otter]
#390994
01/06/12 20:52
01/06/12 20:52
|
Joined: Apr 2008
Posts: 2,488
ratchet
OP
Expert
|
OP
Expert
Joined: Apr 2008
Posts: 2,488
|
@Otter : Your weapon without texture is already very good ! @Sivan : In fact playing Guild Wars 1 , they used some sprites for very far building and other stuff ! Even if bad oriented some times you didn't notice it a lot and approchaing , a smooth alpah transition was made to put some other real polygon LOD ! Some times because there was moutains on the side, you could be far from a building only in some part of the terrain, so they put a sprite when you was far and the orientation was good (even if approximative in some manner) ! Others techniques are real time LOD sprite generation each 10 frames or more you recalculate your very low LOD model and make the sprite of it. Because when a model is very far it will take lot of time before you move of some degrees around it or lot of time to approcha it ! There was a subject on that in some GameDev article. But well, you can just make some very very low poly model it will work also
Last edited by ratchet; 01/06/12 20:56.
|
|
|
Re: What are you working on?
[Re: ratchet]
#390998
01/06/12 21:25
01/06/12 21:25
|
Joined: Mar 2011
Posts: 3,150 Budapest
sivan
Expert
|
Expert
Joined: Mar 2011
Posts: 3,150
Budapest
|
@ratchet. yes I saw it in AAA games too, but for smaller objects (or I didn't realized in case of large ones because they were made well ). normally I set as much models as possible to be static, and use _1/_2/_3/_4.mdl for lod. the last stage is usually like 2 crossing sprites (e.g. in case of trees, with the same image on all sides), but for a building a cube like thing is better with side specific texture. or in case of not important objects, I use less lods, and apply simple clipping. alpha transition is nice, I tried, but I think it is only for low number of objects, which have the importance of nice distant look (towers, large buildings, object used as guideance). but if an object is dynamic, it is really not too costy to make a rare check... I think I will make some new tests... and it heavily depends on the actual game, how much graphic detail is important...
|
|
|
Re: What are you working on?
[Re: sivan]
#391003
01/06/12 22:07
01/06/12 22:07
|
Joined: Apr 2008
Posts: 2,488
ratchet
OP
Expert
|
OP
Expert
Joined: Apr 2008
Posts: 2,488
|
Alpha transition is very greeat. just check Oblivion or Skyrim ! You are in place A and have lot of details and characters around you , Place B is some meters far. Now if you are not distracted from all details in place A, if you stop playing and just watch, you look at the place B, you'll see nothing only basic structures , no characters , no details 3D assets. Now you approach slighlty step by step and you'll see as you approch to place B objects fading with alpha transition very very smoosly, sometimes with no LOD ! Same things they were characters you didn't see that appears with alpah transition. It works just great when you are playing, caus you are concentrated on other things and the alpha transition makes that you don't notice the appearence. Compared to old clipping engines of old days , here you won't notice anything But yes for your game you perhaps don't need it !
Last edited by ratchet; 01/06/12 22:07.
|
|
|
|