ok firt proper atempt at a level

Post topics regarding Level Building/Design and Entity Usage with Reality Factory
Post Reply
User avatar
scott
Posts: 1151
Joined: Tue Jul 05, 2005 1:59 am
Location: United Kingdom

ok firt proper atempt at a level

Post by scott »

ok guys tel me waht you think so far, its almost finished, i need to sort the fountain out with water and ad aa bit more, frps are about 30 and above. any coments good or bad and any sugestions?
Attachments
mygame.zip
(122.17 KiB) Downloaded 150 times
*GD*
User avatar
AndyCR
Posts: 1449
Joined: Wed Jul 06, 2005 5:08 pm
Location: Colorado, USA
Contact:

Post by AndyCR »

looks great! the fountain is a static mesh, right?
User avatar
scott
Posts: 1151
Joined: Tue Jul 05, 2005 1:59 am
Location: United Kingdom

Post by scott »

ehmmmm...... static mesh..... :oops: dno i just used templates is that good or bad?
(what is a static mesh?)
*GD*
User avatar
AndyCR
Posts: 1449
Joined: Wed Jul 06, 2005 5:08 pm
Location: Colorado, USA
Contact:

Post by AndyCR »

no, not bad, infactr it looks terrific for bsp geometry... especially since rfeditpro does not have vertex editing... great job...

static meshes are actors placed in a level as though they were level geometry, in the most basic sense.
User avatar
scott
Posts: 1151
Joined: Tue Jul 05, 2005 1:59 am
Location: United Kingdom

Post by scott »

all i done was used basic geomitry shapes overplaed them and changed the size until it looked nearly the way i wanted them, the only problem at the moment is to get a samll reflection of the windowas at the side and getin water to look like it is flowing out of the fountain.

dose it effect the frame rate having bsp geomitry?
*GD*
User avatar
AndyCR
Posts: 1449
Joined: Wed Jul 06, 2005 5:08 pm
Location: Colorado, USA
Contact:

Post by AndyCR »

it really depends. if they're aligned perfectly, no, it would only affect compile time (longer). with bsp, though, you should plae the fountain 1 unit off the floor or mark it as detail so it won't cut the floor beneath it up; that will affect framerate a little bit.
Jay
RF Dev Team
Posts: 1232
Joined: Fri Jul 08, 2005 1:56 pm
Location: Germany

Post by Jay »

scott wrote:all i done was used basic geomitry shapes overplaed them and changed the size until it looked nearly the way i wanted them, the only problem at the moment is to get a samll reflection of the windowas at the side and getin water to look like it is flowing out of the fountain.

dose it effect the frame rate having bsp geomitry?
Getting reflection AND seeing trough is impossible. For windows, you will like to have seeing through...or they'll get mirrors.
Everyone can see the difficult, but only the wise can see the simple.
-----
User avatar
animatrix
Posts: 134
Joined: Thu Jul 07, 2005 10:51 pm

Post by animatrix »

Reflection and seeing thru is possible, been there done that.. :)
User avatar
Muzzer
Posts: 20
Joined: Wed Aug 17, 2005 5:07 pm
Location: England
Contact:

Post by Muzzer »

Can anyone post a screeny? I'm at work
User avatar
scott
Posts: 1151
Joined: Tue Jul 05, 2005 1:59 am
Location: United Kingdom

Post by scott »

a screen shot of the level? its within the zip folder, i had to zip it because of the very limited upload limit.
*GD*
User avatar
ZenBudha
Posts: 285
Joined: Wed Aug 17, 2005 6:06 am
Contact:

Post by ZenBudha »

I think it looks pretty good so far. The textures go well together, and the geometry looks interesting.

Some suggestions to perhaps step it up a notch. First maybe use actors for the lights instead of geometry. I did this in one of my prototypes and found the results to be much better than bsp geometry lights.

Mainly because when done right they are lower poly than the bsp geometry lights but look 100% better because of smoothing, and the ability to texture them better.

If you want I have some lights that look very similar to what you have so far I could send your way. They are already setup and tested in RF so unless you are using an odd scale they should fit perfectly.

Or rather actually it's two actors. One is the bulbs, and the other is the light fixture. I seperated them this way so I could set different attributes to each so the lights would look lit up and not the fixture.
User avatar
scott
Posts: 1151
Joined: Tue Jul 05, 2005 1:59 am
Location: United Kingdom

Post by scott »

agghhhh god dam power cut, thunder storm!!!!!
lets try again
if you could send that to me it would be good because my frame rate is very low my level comes to a standstil almost on a half decent computer 2.6Ghz processor and 256 ram and im getting 10 to 20 frames a second and even lower when i first start the level, thats why i am not running the level until T&L because its so slow.
so any help would be good as i need all the help i can get.
*GD*
Post Reply