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Re: DM's Game : Apocalyptic Vision

Posted: Tue Apr 08, 2008 9:27 pm
by zany_001
Wut do you mean?Does 3DSMax not work with em?Get blender.

Re: DM's Game : Apocalyptic Vision

Posted: Wed Apr 09, 2008 1:05 am
by darksmaster923
zany_001 wrote:Wut do you mean?Does 3DSMax not work with em?Get blender.
no, rf doesnt compute the lighting correctly

Re: DM's Game : Apocalyptic Vision

Posted: Wed Apr 09, 2008 3:26 am
by MakerOfGames
Its a good idea to cut out the polygons that are not seen, however, if you wait for RF2 and plan to have noticeable lighting effects and shadows, the cut polygons may cause shadows to become skewed and look very confusing for the player.

Will RF2 have occlusion? If so you wont need to worry about non-visible polygons as the 3D engine won't render them. I'm not sure if Ogre 3D has it. It should as it is one of the most highly advanced 3D graphics engines out there(at least how I understand it).

Re: DM's Game : Apocalyptic Vision

Posted: Wed Apr 09, 2008 4:44 pm
by darksmaster923
dunno if this is goin to work, but i will try to set if a pawn is out of the players vision, i set pawnrender(false);

Re: DM's Game : Apocalyptic Vision

Posted: Wed Apr 09, 2008 7:19 pm
by Jay
RF does this automaticly. To improve performance use the SetLodDistance(...) (I think that's what it is called, search the docs, don't know if it's a high or lowlevel command anymore) command, with it you can set the LodDistances of the Pawn yourself. (so after a certain distance it may not be rendered anymore)

Re: DM's Game : Apocalyptic Vision

Posted: Fri Apr 11, 2008 4:55 pm
by darksmaster923
Jay wrote:RF does this automaticly. To improve performance use the SetLodDistance(...) (I think that's what it is called, search the docs, don't know if it's a high or lowlevel command anymore) command, with it you can set the LodDistances of the Pawn yourself. (so after a certain distance it may not be rendered anymore)
well im already going to do that with an lod system in environment setup. one of the lods is a box

Re: DM's Game : Apocalyptic Vision

Posted: Fri Apr 11, 2008 6:07 pm
by Jay
You don't have to use a box. Lod5 is the far-clip value for actors. This way the player will not see a box (which can look a bit akward, a box standing in the town for no reason)

Re: DM's Game : Apocalyptic Vision

Posted: Thu Apr 17, 2008 4:09 am
by dylanwinn
Love the concept, I can't wait for a playable demo, or at least a gameplay video... About framerates, you should and should not care about them. Think of who will be playing the game, and build the game around their approximate specs. On the other hand, most people in the game development community have nice videocards and lots of RAM, and I have yet to see an RF game that lags on even the crappyest of rigs.

Re: DM's Game : Apocalyptic Vision

Posted: Fri Apr 18, 2008 3:53 am
by Agentarrow
I've had lag, but only on Extremely large and complex levels.

Re: DM's Game : Apocalyptic Vision

Posted: Fri Apr 18, 2008 4:47 am
by darksmaster923
lol the world is a large and complex level.
a tiny update, raider skin is kinda done
Image

Re: DM's Game : Apocalyptic Vision

Posted: Sun Apr 20, 2008 6:37 pm
by darksmaster923
a tiny problem
Image
i have the bounding box height to 80 but he still sinks in the ground

Re: DM's Game : Apocalyptic Vision

Posted: Fri Apr 25, 2008 7:39 pm
by darksmaster923
um...bump?

Re: DM's Game : Apocalyptic Vision

Posted: Fri Apr 25, 2008 8:09 pm
by bernie
That pic looks as if you got the origin of the actor at the centre. It should be at his feet.

Re: DM's Game : Apocalyptic Vision

Posted: Sat Apr 26, 2008 4:36 pm
by darksmaster923
ill check it later since i just got my main comp working from a fried mobo

Re: DM's Game : Apocalyptic Vision

Posted: Sun Apr 27, 2008 2:36 am
by darksmaster923
nope its not it, the origin is at his feet