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#21
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short progress update @ OP.
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#22
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this looks like it's going to be a blast to play on! good job!
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#23
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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
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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
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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
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Updated screenshots. Old screenshots in the spoiler at bottom of OP.
__________________
Stay Calm, Beard On. |
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#27
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Looking good, reminds me of this buildings in Warsaw
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#28
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eventually it will have that scale of damage...
__________________
Stay Calm, Beard On. |
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#29
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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
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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.
__________________
Stay Calm, Beard On. |
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#31
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This one still going? Looks really neat and I was looking forward to it...
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#32
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It has to be, the map looks beautiful already! I doubt he would scrap it at that point :<
__________________
Formerly Extremity Specs: 8GB RAM, GTX 460, i5-3570k |
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#33
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Hi,
Good job
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#34
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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.
__________________
Stay Calm, Beard On. |
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#35
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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
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never! but please let the sniper climb into that tower to shoot!
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#37
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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.
__________________
Stay Calm, Beard On. |
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#38
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That looks really nice.
__________________
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#39
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Looks amazing!
__________________
Playing HOS as "Lizard-King" |
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#40
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Has the issue been fixed, any work around yet?
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