How many pawns,destroyable barrels and stuff
Posted: Tue Dec 28, 2010 6:17 pm
I design a dungeon with the old early 90's style,and want to add decor static entities to fill it.
The screenshot has temp textures that i found and i plan to make new ones and a little different for each pillar and wall slice.
I made the brushes in max 4.2 and exported them with a script as .map and then opened them in rfeditpro.
I used Lightmap scale 1.
Most difficult was the lightning to be good and natural while lightning the monsters enough,and to keep the brushes short enough so they do not block the view.
There are four lights ,one to the lower part of every pillar.
Generally the south walls will be clip brushes,invisible.
I wanted to do it 3rd person like ddo (dungeons and dragons online) but i avoided working on it because all actors will need much detail in textures and polycount for the base lod actors and that would consume much memory.
(not that i would find the time to add all that detail to every monster of the dungeon).
Lets say you have 2giga memory and a 512 mega 3d card.Can i add 25 static entites for rubble,bones etc,and 15 more for breakable barrels and another 50 pawns?
I dont want to see the places empty with bare walls and clean floors like this.
I hope rf can handle it,what you think?
The level geometry textures i would try are counted as 245x256.
To optimize further i thought to make some wall decals to richen a little the floors and walls and keep the txl texture library at minimum size.
The screenshot has temp textures that i found and i plan to make new ones and a little different for each pillar and wall slice.
I made the brushes in max 4.2 and exported them with a script as .map and then opened them in rfeditpro.
I used Lightmap scale 1.
Most difficult was the lightning to be good and natural while lightning the monsters enough,and to keep the brushes short enough so they do not block the view.
There are four lights ,one to the lower part of every pillar.
Generally the south walls will be clip brushes,invisible.
I wanted to do it 3rd person like ddo (dungeons and dragons online) but i avoided working on it because all actors will need much detail in textures and polycount for the base lod actors and that would consume much memory.
(not that i would find the time to add all that detail to every monster of the dungeon).
Lets say you have 2giga memory and a 512 mega 3d card.Can i add 25 static entites for rubble,bones etc,and 15 more for breakable barrels and another 50 pawns?
I dont want to see the places empty with bare walls and clean floors like this.
I hope rf can handle it,what you think?
The level geometry textures i would try are counted as 245x256.
To optimize further i thought to make some wall decals to richen a little the floors and walls and keep the txl texture library at minimum size.