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  #21  
Old 07-07-2012, 05:57 PM
Srinidhalaya Srinidhalaya is offline
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short progress update @ OP.
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  #22  
Old 07-12-2012, 04:36 PM
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this looks like it's going to be a blast to play on! good job!
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  #23  
Old 07-12-2012, 06:04 PM
Srinidhalaya Srinidhalaya is offline
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Thanks! I'm running into some snags, My draw calls are hitting about 3000-4000 in some scenes, and the map is only about 5-10% geometry built. Fortunately, they are unplayable scenes (such as elevated views only accessible through "spectator" camera). Also, I haven't done any mesh combining yet, all mesh have unlimited draw distance...ect (I've optimized 0% at this point)
I do believe though, because of the layout, the map will be able to be optimized quite well, due to limiting draw distances on objects that are being hidden behind the massive structures. Its the out of bounds scenery that is really going to give me hell, mainly because of how tall the tower is. I don't think my initial builds will be able to hide the abyss completely, and I may have to redo the terrain and increase the drawscale on it to hide the abyss, or add addition terrains, which ever is best on performance.

I understand the theory behind optimization, but its going to be difficult for me, because my machine exceeds the Recommended specs by quite a bit.
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  #24  
Old 07-13-2012, 06:27 AM
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New screens looks great, looking forward to see more advanced and detailed screens of your map and obviously the first beta.
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  #25  
Old 07-13-2012, 07:07 AM
Drecks Drecks is offline
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You won't have to open every window in that tall building. This will help
And the view from a window is limited. Just don't open every window on all directions on one floor.
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  #26  
Old 07-20-2012, 08:11 PM
Srinidhalaya Srinidhalaya is offline
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Updated screenshots. Old screenshots in the spoiler at bottom of OP.
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  #27  
Old 07-20-2012, 08:37 PM
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Looking good, reminds me of this buildings in Warsaw

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  #28  
Old 07-20-2012, 09:36 PM
Srinidhalaya Srinidhalaya is offline
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eventually it will have that scale of damage...
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  #29  
Old 07-21-2012, 09:39 AM
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Quote:
Originally Posted by Srinidhalaya View Post
eventually it will have that scale of damage...
Thats sounds pretty nice

Good work your maps looks better and better. Can't wait to see the final map how you want it to look like.
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  #30  
Old 07-23-2012, 08:02 PM
Srinidhalaya Srinidhalaya is offline
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Update: 7/23/2012

Getting the first bots in the map. Few blocking volumes too. Only a couple of objectives just to get some basic tests going. Here is a screen from the top floor. Edge of the terrain is visible, but I'm going to add some additional non access area for the beyond, later when closer to finish.

This is me getting a 400m+ headshot with a dp28. Window was removed for cover reasons, gotta fix that issue.

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  #31  
Old 09-08-2012, 04:52 PM
migmadmarine migmadmarine is offline
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This one still going? Looks really neat and I was looking forward to it...
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  #32  
Old 09-08-2012, 06:08 PM
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It has to be, the map looks beautiful already! I doubt he would scrap it at that point :<
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  #33  
Old 09-08-2012, 06:31 PM
peumobil peumobil is offline
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Hi,

Good job
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  #34  
Old 09-08-2012, 07:12 PM
Srinidhalaya Srinidhalaya is offline
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Postponed, not scrapped. Waiting for ability to "Combine Mesh" on stock assets. Otherwise drawcall exceeds 3000+ on top floor of tower, which I refuse to not include.
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  #35  
Old 09-08-2012, 09:32 PM
The_Wanderer The_Wanderer is offline
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I gotta say that that's one great looking map, I'm just wondering if that Spartanovka church has already been used too many times.
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  #36  
Old 09-08-2012, 10:32 PM
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Quote:
Originally Posted by The_Wanderer View Post
I gotta say that that's one great looking map, I'm just wondering if that Spartanovka church has already been used too many times.
never! but please let the sniper climb into that tower to shoot!
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  #37  
Old 09-09-2012, 11:08 AM
Srinidhalaya Srinidhalaya is offline
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That church is a stop gap. Just there till it gets replaced with custom building. But its all dependent on what I mentioned in my previous reply, as it will vastly affect what kind of detail I can add to it.

In a nutshell, I can't use drawdistance for optimization, because it cuts out real close while on the top floor of the tower, due to the increased vertical distance. I need to be able to group stock assets that I use into single draw calls.

Swag quoted they are looking for a work around to provide that utility on stock assets.
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  #38  
Old 09-09-2012, 09:21 PM
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That looks really nice.
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  #39  
Old 10-17-2012, 03:05 PM
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Looks amazing!
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  #40  
Old 12-29-2012, 01:13 PM
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Has the issue been fixed, any work around yet?
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