Product Chat / My little town

Author
Message
TattieBoJangle
10
Years of Service
User Offline
Joined: 7th Jan 2014
Location: United Kingdom
Posted: 8th Feb 2014 02:24
A screen shot just to see what i could fit in





Spotaru
Game Guru Backer
11
Years of Service
User Offline
Joined: 6th Nov 2012
Location:
Posted: 8th Feb 2014 04:33 Edited at: 8th Feb 2014 04:35
cool looking city. a couple of sky scrappers in the distance.....
TattieBoJangle
10
Years of Service
User Offline
Joined: 7th Jan 2014
Location: United Kingdom
Posted: 8th Feb 2014 04:37
Thanks i was just testing how much i could fit in its low poly but still looks ok or it will when i add roads and props ect

DVader
20
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 8th Feb 2014 20:28
Looks good, a decently large scene. How does it cope on your system in game?

TattieBoJangle
10
Years of Service
User Offline
Joined: 7th Jan 2014
Location: United Kingdom
Posted: 8th Feb 2014 21:51
runs good 45-58fps at the moment unless i go into a building i get some lag



But this happens on a map with just 1 building so i dont think its down to polly

DVader
20
Years of Service
User Offline
Joined: 28th Jan 2004
Location:
Posted: 9th Feb 2014 20:10
Runs well then by the sounds! I don't think I could use half as many on my system! At least not using any shader effects. I have also noticed the slowdown inside of objects. Jumping into the back of a wagon from the western pack causes quite severe slowdown, but you can crawl through it now. I am guessing it is a collision thing.

I bet it can take quite a while to walk through that city from one end to the other! Again, nice work!

TattieBoJangle
10
Years of Service
User Offline
Joined: 7th Jan 2014
Location: United Kingdom
Posted: 9th Feb 2014 20:22
thanks it does i get lost sometimes lol going to make it possible to get up on the roofs at points to get a view where you are.



The lag on objects is a strange one even on low poly items like a barrel i get it but will crack on and hope it get fixed next beta.

HarryWever
3D Media Maker
14
Years of Service
User Offline
Joined: 14th Jan 2010
Location: below Sea level
Posted: 9th Feb 2014 22:25
I totally agree with Dvader. I personally also think, that it is a collision error.

i had have a simular error, i posted in bugs with just one crate.



http://fpscrforum.thegamecreators.com/?m=forum_view&t=207789&b=6



Gr

Harry
PM
TattieBoJangle
10
Years of Service
User Offline
Joined: 7th Jan 2014
Location: United Kingdom
Posted: 9th Feb 2014 22:35
Yea just watched it i get exactly the same thing :/

almightyhood
10
Years of Service
User Offline
Joined: 9th Oct 2013
Location:
Posted: 10th Feb 2014 01:40
looks like abig city nice.

have fun stay safe

hood
PM
LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 10th Feb 2014 23:55
The slow down is indeed a collision thing! In the new importer Dave Ravey wrote, you can specify box shapes for the collision shape of the entity to replace polygon collision with super fast aligned box collision which effectively provides wall, floor and ceiling collision for free. No more slow-downs. You would also get a boost from the occlusion system as outdoor buildings are removed from the rendering. A further optimization is planned for the future which will allow portals to be specified for buildings which essentially clip the outside world from the rendering pipeline until those portals reveal exterior details.

Hogging the awesome since 1999
RickV
TGC Development Director
24
Years of Service
User Offline
Joined: 27th Apr 2000
Location: United Kingdom
Posted: 15th Feb 2014 10:26
Hi TattieBoJangle,



That looks great! Can you post an image to the Gallery please?



I think Lee could do with a copy of your level while he's doing his optimisation tests.



Rick

Development Director

TGC Team

Login to post a reply

Server time is: 2024-05-05 09:10:57
Your offset time is: 2024-05-05 09:10:57