Work In Progress / Naelurec

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synchromesh
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Posted: 5th Dec 2019 12:50
Really looking awesome
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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OldFlak
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Posted: 5th Dec 2019 14:23
Short vid of the cartography globe:


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cybernescence
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Posted: 14th Dec 2019 11:50
That looks great ... perhaps make the globe land a little more transparent? Not sure if it will look better or not, anyway love the look of it overall.

Cheers

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OldFlak
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Posted: 14th Dec 2019 12:29 Edited at: 14th Dec 2019 12:31
Quote: "perhaps make the globe land a little more transparent?"

Yeah, that just might do the trick, will play with that - thanks
Also contemplating making mountains out of the geometry - depending on the poly count. Will give that more thought when making the rest of the gizmos and computers for it.

Been plugging away at it, most of the main structure stuff is done. Landing bay also taking shape, just need to make the forcefield barrier.
Then onto more props.....

OldFlak....
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Wolf
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Posted: 14th Dec 2019 14:17
Brilliant stuff, you really know how to bend GG to your will! I like it.
OldFlak
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Posted: 14th Dec 2019 21:03 Edited at: 15th Dec 2019 04:59
@Wolf - thanks for dropping by - appreciated.

The GG is a stubborn old nag at times, but like an addiction, don't give up, and can't break free lol

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Wolf
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Posted: 19th Dec 2019 12:18
Haha! Exactly
OldFlak
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Posted: 10th Jan 2020 13:48 Edited at: 10th Jan 2020 13:54
Hey all, still plugging away at the Racha Research Facility.

Been working away at Cartography, Landing Bay, and animated computers.
Here be a short video on the progress of the Cartography Room


As you can see in the video, the computer screens are all using the same texture, but that will change when I make more of them.
Making animated textures for the monitors is fun - I make them by hand in Photoshop - but really quite time consuming.

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Wolf
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Posted: 10th Jan 2020 14:04
Excellent stuff!
Avenging Eagle
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Posted: 11th Jan 2020 09:25
This is stunning! All those animated textures give the room so much life. Random question though; how are you doing the door lights changing from orange to blue as the door opens? Is that an alternative texture you're calling in, or is it some clever modelling and animation to swap the orange out for the blue?

AE
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Posted: 11th Jan 2020 13:43 Edited at: 12th Jan 2020 04:26
AE, thanks for the feedback - appreciated

Quote: " how are you doing the door lights changing from orange to blue as the door opens? "

Yeah, tis part of the animation in the model.
The blue lights are on the texture for the door frame, and there is a plane with the orange lights that sits just in front of the blue lights.
In the animation, the front plane moves back inside the door revealing the blue lights, and then just moves with it as it opens. And does the reverse when closing.
You can see it move back slightly if you get right up close to it but the lights being inside the chanel hides it for the most part.

Hopefully this explains the process I used for the door model:


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PCS
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Posted: 11th Jan 2020 15:53
This is so awesome.
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OldFlak
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Posted: 12th Jan 2020 04:30
@PCS - glad you like. Thanks for dropping by

More to come soon!
Although I have come to appreciate that soon is one of the largest variables in life - lol

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Wolf
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Posted: 12th Jan 2020 23:29
Reminds me once again I should really get into animating.
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Posted: 13th Jan 2020 07:41
Thanks for the detailed explanation, OldFlak, I thought that might be how you did it (it's what I would have done I think). Love learning about people's ingenious solutions to problems.

Keep up the great work

AE
Belidos
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Posted: 13th Jan 2020 08:36
Same as what i did on my traffic lights, just move the planes back and forth to change the light colour.

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Medmatheus
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Posted: 13th Jan 2020 23:20
really impressive work!
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Posted: 18th Jan 2020 11:27 Edited at: 18th Jan 2020 11:31
Hi all

It is a Hull of a job, but one must start somewhere!

So this week saw some more work on interior models for the Cartography room.
But for the most part centered around Hull work and a skybox.

The Hull is separate from the interior with no collision. I went this way so that levels using only interiors wont need the hull at all, and can just have a giant box to block the sun.

As it stands thus far it uses a single 2048 texture, and I should be able to make any room bits required from the base models for it, and just break it up with gizmos.

I plan to make other bits that take the squareness away to an extent at some stage - I have been going to work on the hull for quite a long time now - but this was finally a start.

Here be some pics of the hull work thus far:












The hull uses a cube map of the actual skybox, so in order to finalize the textures for the hull the skybox also had to be created.

OldFlak....
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OldFlak
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Posted: 18th Jan 2020 11:29 Edited at: 18th Jan 2020 11:32
Skybox for Racha deep Space Research Facility

Since the hull would be useing a cube map of the skybox, which of course also reflects on the textures for the hull itself, it also culminated in work on the skybox.

The sky box is actually three separate skies blended together in Photoshop.
One was created using SpaceScape the other two in good old Bryce. I initially wanted to keep the sky at 1K, but couldn't get the clarity I wanted, so 2K it was to be.

SpaceScape renders in seconds. Whereas the Bryce candidates take a little longer - not a real long time to render each side of the box (the longest taking about 15 minutes) but times that by 12, and well you can do the math - so it took a good day to get to the end result. But I be pretty happy with it, looks real nice in-game...

The one thing that will change is likely the landmass on the planet itself.
The image on the planet is the same as that used on the globe in the Cartography room. Which is a revamped version of Earth, and although I changed it a bit I feel it resembles earth a little too much so will revisit that.

The upside of that is that changing the texture on the planet for the skybox won't affect any other part of the sky so I will only have to render out that one side of the box.

That is of course if I don't go to plan B

Some more pics of the skybox:








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SpaceWurm
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Posted: 19th Jan 2020 10:39
This is mind blowing. Your art direction really works well with GG.
OldFlak
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Posted: 19th Jan 2020 12:38 Edited at: 19th Jan 2020 12:50
@Medmatheus - sorry I missed your post! Thanks for dropping in, and I appreciated the feedback
@SpaceWurm - glad you like. Thanks for the encouragement.

I am having quite some fun creating the Naelurec universe, sometimes I think my vision is a tad big, still so much to do, but I will plug away at it......

Today's work got me side-tracked a bit, but it's Sunday, and you know it's a space station, and those places need some kind of ID:


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synchromesh
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Posted: 19th Jan 2020 17:09
Looking even more amazing !!
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Wolf
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Posted: 19th Jan 2020 20:21
Bluest game ever! Also brilliant
OldFlak
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Posted: 19th Jan 2020 21:15
Quote: "Looking even more amazing !!"

Thanks synchromesh - when we see some updates of Protscope?

Quote: "Bluest game ever! Also brilliant "

Hehe - yeah... it's in the name
Thanks for dropping by, appreciated

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OldFlak
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Posted: 20th Jan 2020 12:01
Just a little update for today.
I like things to be perfect - like new, but we can't always have that can we

So just some minor changes to the Racha Decals.
Rearranged the text a bit, changed the number so it don't look like SOS, and added some grunge...



Real life and work got in the way of anything else today....

OldFlak....
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Avenging Eagle
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Posted: 20th Jan 2020 21:56
Very impressive, OldFlak - once that's all greebled-up, it'll look like a proper space station. The skybox is also very nice, I'd never heard of SpaceScape before now but it looks like a great little tool for any of us creating sci-fi levels. Or even just very cosmic night skies!

AE
OldFlak
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Posted: 21st Jan 2020 06:14
@Avenging Eagle - thanks for the link that will be a good read tonight
Needs gizmos here and there but they will come in time.....

SpaceScape is completely free and has some great examples to get you going. Just google it and add it to your toolbox

Thanks for the feedback

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OldFlak
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Posted: 24th Jan 2020 14:00 Edited at: 24th Jan 2020 14:31
NAELUREC
PROJECT SUSPENDED


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Avenging Eagle
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Posted: 24th Jan 2020 18:57
Oh no, what's happened buddy?

AE
OldFlak
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Posted: 24th Jan 2020 21:15 Edited at: 29th Jan 2020 01:40
@AE
Well, I don't want to turn this thread into another VR Quest.
Just to say that this Engine will likely never have the features I need to realize my vision for Naelurec.

I know TGC can deliver the features - but I doubt that they will.
Without some kind of roadmap, it is just a guessing game as to whether it ever will.
We don't get PR from them anymore like the old days, we just get dribble and promises.

Even if all the things they have promised are coming for GG in 2020 are realized, it still leaves the question of whether features I require will ever get implemented. TGC should go and watch their initial blurb video for this engine, the things it promised are the things I need - and the reason I bought into it in the first place - and it is nowhere near getting them.

My initial intention was to cancel Naelurec, but decided to just suspend it.
I will keep an eye on this engines progress, and well, we shall see what transpires thru 2020. My guess is they are actually only just starting to implement the things they recon are coming, else there would have been a corresponding News post about the next big GG to counteract the obvious expected fallout from the VR Quest news.

I have been dabbling in another tool, and well it is time to jump in and actually use it seriously.
It is pointless wasting time with the GG and hoping it will get the features I need.

Bottom line - I no longer trust TGC to deliver the engine we pledged for.

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Avenging Eagle
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Posted: 24th Jan 2020 22:27
I can't fault you for having reservations about TGC or Game Guru, and respect your decision to move on to better things. Will be sorry to see this project go on hiatus though, I was looking forward to playing it Best of luck in whatever comes next!

AE
Wolf
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Posted: 28th Jan 2020 17:29


Oh dear, thats sad to read but I can absolutely understand your decision.
May I ask what features you are lacking exactly?



-Wolf
OldFlak
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Posted: 29th Jan 2020 00:50 Edited at: 29th Jan 2020 11:14
Flight is probably the main thing.
I am using AmenMoses script atm which is really cool, but is obviously geared toward aircraft not space flight. Now with some tweaking that could be sorted I am sure (well if you are AM that is - lol).

But the main problem here for space sim stuff is the terrain. Even though you can turn it off you are essentially just hiding it and collision for it remains. AM's script turns collision off for the player\camera, (one of his tweaks for it will be collision detection) but if you turn it on you won't be able to fly through the buildings which is desired, but you would also be able to collide with the terrain.

I would imagine that if they worked on adding driving and flight to the engine these issues could be sorted.

GG is also not transparency friendly. It is a real fight to get models that have transparent parts to work. You can negate much of it by having the transparent bits separate, but when you have multiple entities using transparency it becomes difficult to make them work together.

When you try building a level like Racha's Cartography room this becomes apparent.

All that said after a lot more thought there seams to be only two options for Naelurec:
1) Cancel and discard the project completely
- All Naelurec models are in .x format.
- Now I could save them out as FBX - but - there are a lot of models.
- Yeah, well it would be a lot of work, but of course also a lot of work wasted if I don't.....

2) Carry on regardless
- Just keep developing it in the GG
- Keep hope TGC start doing amazing things soon
- serious doubts about that happening tho


Be interesting to see what gets announced next week, and how the GG runs when operation bug free is over though.

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OldFlak
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Posted: 29th Jan 2020 00:59 Edited at: 29th Jan 2020 11:25
Now while I am here.
The addictive nature of the GG is apparent

Now you could be forgiven if you thought a cartography room was a pretty safe place to be, so long as the force-fields don't fail allowing you get sucked into space. But you could also be completely wrong....



And also, what happens when you save the normal map as the color map? Bluepers


OldFlak....
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OldFlak
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Posted: 29th Jan 2020 13:39 Edited at: 29th Jan 2020 13:46
Static Discharge Revised

When I checked it out after a nights sleep I wasn't real happy with first attempt so went about tweaking it all.
Revised the model, texture and script a tad.
Model has more poly's so that the effect starts from inside the globe and the outer skirt going up and down a tad, texture now shows the ends of the static discharge, and the script now rotates the decal when is shows it.

Sorta getting better effect now.



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Wolf
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Posted: 29th Jan 2020 16:56
Well, its your call of course but personally I feel that you have all the ingredients to make a decent game. Sure, flying isn't really GG's strong suit but we do have pretty good systems for a game where you control a human. So I'd just make a neat, short prologue in this universe as ground personnel. I think that could be fun to do and in the mean time some additions might be added that allow you to add your spaceships to a larger game.

Sure! If you get better results in another engine, then by all means! But as someone who is pretty well versed with other tools I know how that can be a nightmare too. Making menues and inventory systems all the way to AI can be far more challenging and frustrating than operating around the limitations set on you in GG.



-Wolf
OldFlak
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Posted: 29th Jan 2020 22:01 Edited at: 30th Jan 2020 14:00
Right, after much thought, there is too much work under the bridge to let it go by the wayside.

I got thoroughly peeved by the TGC roadmap or apparent lack of one, but the darn GG is just an outright addiction. an I guess the limitations are there to put a sense of achievment into the game dev cycle - or at least I am telling myself that - lol.

While I may not be able to do some of the things I really wanted to try and put in the game, I will just work with what I can do.

So Naelurec development in the GG is back on the board.

OldFlak....
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Avenging Eagle
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Posted: 4th Feb 2020 22:29
I'm pleased you're persevering; like you said, too much work has gone into that space station alone to let it just die. Even if all you produce is a one-level walk around said space station, it'll still give a small sense of achievement for actually having released something.

Looking forward to see what you come up with next

AE
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Posted: 7th Feb 2020 14:06
Absolutely stunning work, my jaw dropped!
Hopefully GGM clears the way for you OldFlak.
OldFlak
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Posted: 7th Feb 2020 21:25 Edited at: 7th Feb 2020 21:31
@Avenging Eagle
@Earthling45

Thanks guys - yeah MAX sounds good. Big plus there is we can have no terrain at all Pre-ordered it. We'll see where it goes.
In the meantime we shall persevere.....

Most my dev time the last week has been tweaking colors, normals, and fighting with transparencies, but mainly nailing down the plot for the Racha level. So I can build it proper.
At this stage it is going to be level two, but then becomes the center point for the remaining levels.

The next main work will be on animation sheets for the computers, and then focus on the hull.

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PCS
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Posted: 1st Mar 2020 16:14
WOW OldFlak
It is Projects like this that inspire me and make me feel failing in the same time about all my attempts so far to make a game, this is just cool , the models you make is fantastic. i like this. love your work. keep it up.
I just hope i can get my mind to ease down and focus on just one WIP at a time, then maybe i can get somewhere with my dream.
There is always a big difference between someones WIP that make there own models and someone that have to do something with what he has got.
If you make your own models then What you dream you build , and you have build a very nice dream so far.

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OldFlak
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Posted: 2nd Mar 2020 11:21
@PCS Thanks for the encouragement.

Still plugging away at it.
Been building the space level proper like, currently chipping away at the hull work - all starting to take shape there

Be interesting to see what the bug bash accomplishes.
Hopefully it sorts the stand-alone issues other devs are having, especially the save-game feature.

At present I am likely going to rebuild the Planet-Side levels from scratch - so most likely going to wait for MAX for that.
Waiting to see what the deal is with skyboxes in MAX as well - may have to redo the space level also.

Fortunately all my models just snap together easily so it should be simple enough to make the changeover...
And working on scripts, models, sounds, ensures there is plenty to do till then - and beyond......

OldFlak....
aka Reliquia
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.
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OldFlak
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Joined: 27th Jan 2015
Location: Tasmania Australia
Posted: 6th Mar 2020 05:15 Edited at: 6th Mar 2020 09:30
Hi all

So after spending quite some time building the Racha station proper, I have come across another snag for the level - lights.

I was under the impression that we could now have unlimited lights. However once you go beyond the default 38 light limit, any added lights refuse to show at all. I have done all the usual; changed the value for max lights in Setup, rebuilt the shaders, rinse repeat all to no avail.

Racha has lots of lights, and although I am controlling them all via AM's awesome light control script so that only a half dozen max are on at any given time, this snag has sorta made the Racha level unachievable.

So for now at least Racha is not going to happen. Given the ongoing issues in Stand-alone builds others are having, and all these limitations\workarounds this project is back on hold again

Perhaps the bug fix will sort it, but yeah I am not that confident there at all.

OldFlak....
aka Reliquia
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.
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Avenging Eagle
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Location: UK
Posted: 6th Mar 2020 08:59
I had this issue when trying to build a subway station. I wanted to prefab the entire platform and tunnel as one model, but this dynamic light issue meant I had to break my model up into sections. Is 'Racha station' one big model? I would suggest breaking it up into several separate models, if that's a possibility.

AE
OldFlak
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Posted: 6th Mar 2020 09:28
AE - thanks for dropping by

Quote: "Is 'Racha station' one big model? I would suggest breaking it up into several separate models, if that's a possibility"

No the station is all modular pieces. Biggest piece is about 600x600 GG units, most are around 200x400 GG units.

I made some fake light effects for the floors using planes\transparency, but they don't give the illumination that lights give on surrounding areas.....

Will see if the bug fix sorts it, otherwise will just have to wait to see if MAX can handle it.

OldFlak....
aka Reliquia
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.
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OldFlak
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Joined: 27th Jan 2015
Location: Tasmania Australia
Posted: 6th Mar 2020 11:54 Edited at: 6th Mar 2020 12:01
Yeah, so bit fast off the mark there - I think the tedium of countless hours of modelling and level building is taking a toll on my patience - lol.

So shutdown the PC had dinner and watched TV for a tad until I could not handle the ads any longer. Came back fired up the GG, and wouldn't you know it - the light limit is no longer present!

The downside is the hit on FPS is quite noticeable.
Before adding lights I was getting around 230 FPS (vsync off) and even tho at most there are 6 lights running at the same time, I have lost between 20 and 50 FPS. There are still some lights left to add yet so again I am beginning to think my approach to Racha is not viable.

Will see what happens when all lights are in, but will likely have to look at the fake light effects for the floors using planes\transparency again and keep the lights for the main areas.

I can't help but think - even after all the work on these models - Racha has to go........

OldFlak....
aka Reliquia
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.
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GubbyBlips
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Joined: 14th Jan 2019
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Posted: 26th Mar 2020 23:50
@OldFlak
Here's my support man! I love your store models and some will be placed into
my own game. Racha has to... stay....!
Since you need some space, I just got to wondering...
What if you moved say 100,000 units above the map?!
Is there a limit above the map?
Well, I never tried that, but I might go and experiment with extremely high
altitudes above the GG Jurassic world... Otherwise, GGMax I guess.
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GubbyBlips
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Joined: 14th Jan 2019
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Posted: 27th Mar 2020 01:39
Haha! Yes. I hit the ceiling of GG at about 80,000 units ACG.
(Above Common Ground)
I wasn't really watching the height super close because I was watching
the disappearing ground. The Langoliers appeared just before I hit the
ceiling and started to eat all of space-time reality.
A wormhole appeared, and then bam-- I was pushed off the platform.

Try 2; over 230,000 units ACG.
BTW, I 'rode' an object all that way, so physics seems to be working.
The rest like lighting, skybox effects (reality gets stretched...) IDK?
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OldFlak
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Location: Tasmania Australia
Posted: 27th Mar 2020 13:09
@GubbyBlips - thanks for the encouragement

I have been plugging away at it, and with all lights in did not loose any more fps to the lights. On my system with vsync on I get solid 60 fps, so will keep at it.

I was considering putting the first set of models I made for Racha up on my freebies thread and was having quite some fun in retro Racha.
When I loaded the current Racha level up I was reminded of the stark improvement on the original - and yeah it has to stay - lol but kinda waiting for MAX now.

OldFlak....
aka Reliquia
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.
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OldFlak
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Joined: 27th Jan 2015
Location: Tasmania Australia
Posted: 28th Mar 2020 09:20
Hi all

So just thought it was time to share some of the progress on Racha.

Here be a few screenies of the actual Racha Level.
Interiors have had a makeover in colour scheme, I decided to move away from the blue floors and go for more neutral grays:

One of the Antimatter Control rooms:


Passage leading to entrance to Cartography:


A very bare Landing Bay:


OldFlak.....

aka Reliquia
i7-4790 @ 3.2GHz. 8GB Ram. NVidia GeForce GTX 1060 6GB. M1: Acer 31.5" @1920x1080 M2: Samsung 31.5" @ 1920 x 1080. M3: Acer 24" @ 1920 x 1080. OS: Windows 10 Pro 64-bit Insider.
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