SV2.0's BogBug (untitled WIP)

Game Design, Story, Game Play.
User avatar
Agentarrow
Posts: 1346
Joined: Thu Jun 28, 2007 4:34 pm
Location: Kyiv, Ukraine
Contact:

Re: SV2.0's BogBug (untitled WIP)

Post by Agentarrow » Wed Sep 17, 2008 1:37 am

very true, we have the Spielberg of games on our hands
AgentArrow Home
The greater good is but a point of view...

User avatar
Sph!nx
Posts: 297
Joined: Thu Feb 22, 2007 7:26 pm

Re: SV2.0's BogBug (untitled WIP)

Post by Sph!nx » Thu Sep 18, 2008 1:44 pm

I know it's not that constructive, but all I have to say is, good job! Looks really sweet!
Regards Sph!nx

Sven Co-op, DevEd: Development & Editing

User avatar
SV2.0
Posts: 88
Joined: Wed Jul 06, 2005 6:17 am
Location: California USA

Re: SV2.0's BogBug (untitled WIP)

Post by SV2.0 » Tue Sep 23, 2008 9:02 am

Lol, I dunno about Spielberg, but thanks to both of you for the comments.Probably more like future film school dropout. Anyway, with school starting again and work picking up it's been going pretty slow. Might have some fresh screens pretty soon though.

Veleran
Posts: 891
Joined: Mon Aug 22, 2005 10:22 am
Location: Greece

Re: SV2.0's BogBug (untitled WIP)

Post by Veleran » Thu Oct 09, 2008 8:37 am

top view in wireframe driver:
The outer part of the staticmesh terrain is clipped by the farclip plane -it does nt render anything outside the farclip radius.
If your level has big meshes it will clip them anyway if you adjust it.
The collision would be better if it is four smaller pieces instead one big because if a pawn steps at the far corner,it may test all terrain poly's for collision not just the corner.
Attachments
FarClipPlane_StaticMeshTerrain.jpg
FarClipPlane_StaticMeshTerrain.jpg (26.02 KiB) Viewed 406 times

Post Reply