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ok firt proper atempt at a level

Posted: Wed Jul 20, 2005 3:58 pm
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?

Posted: Wed Jul 20, 2005 4:21 pm
by AndyCR
looks great! the fountain is a static mesh, right?

Posted: Wed Jul 20, 2005 4:27 pm
by scott
ehmmmm...... static mesh..... :oops: dno i just used templates is that good or bad?
(what is a static mesh?)

Posted: Wed Jul 20, 2005 4:28 pm
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.

Posted: Wed Jul 20, 2005 4:39 pm
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?

Posted: Wed Jul 20, 2005 5:25 pm
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.

Posted: Thu Aug 18, 2005 9:28 pm
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.

Posted: Fri Aug 19, 2005 3:19 pm
by animatrix
Reflection and seeing thru is possible, been there done that.. :)

Posted: Fri Aug 19, 2005 5:39 pm
by Muzzer
Can anyone post a screeny? I'm at work

Posted: Fri Aug 19, 2005 9:56 pm
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.

Posted: Mon Aug 29, 2005 8:09 pm
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.

Posted: Wed Aug 31, 2005 6:01 pm
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.