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So, what are you working on right now?


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#7126 ERH+

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Posted 30 September 2016 - 06:40 PM

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A machine, 2600 vertices, 3750 polys. Surprisingly for TDM environment the amount of machine models is really small.

 

EsR3ig1.jpg


Edited by ERH+, 30 September 2016 - 06:42 PM.

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#7127 ERH+

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Posted 02 October 2016 - 06:23 PM

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I need some visually noisy control room, let mimic this...

 

heres-the-submarines-hydroplane-gear-dep

 

 

WwaQUkm.jpg

 

Close enough, lets move on. Now some random heavy machinery in ship workshop.

 

3OPE8Pc.jpg

 

Fig-1-Schematic-representation-of-an-ele

 

An electric arc furnace - on submarine? Couldn't be more random... I guess I have mobile iron foundry now. I think I will widen door, and add an transportation line, and -no no no!- just focus, it is just a furnace in a room behind dozen corridors, just relax and get over it.


Edited by ERH+, 02 October 2016 - 06:25 PM.

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#7128 Bikerdude

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Posted 03 October 2016 - 07:32 AM

Blimey, that is cool shit right there!

#7129 Sotha

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Posted 03 October 2016 - 07:51 AM

Good Go... ehm.. Cog! :wub:


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#7130 Anderson

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Posted 03 October 2016 - 10:48 AM

Don't worry, nobody thinks about the logics of machineries. Especially considering it's Steampunk!

 

And they look fantastic. Far too grand to think about trivial mechanics or architecture.

A mark of a professional. 


Edited by Anderson, 03 October 2016 - 03:15 PM.

 "I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."...

 

 

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#7131 Epifire

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Posted 03 October 2016 - 05:02 PM

Don't worry, nobody thinks about the logics of machineries. Especially considering it's Steampunk!

 

I do! But then again I don't think I've ever made one machine for TDM that didn't have a lot of thought put into it.  :P

 

Man those would be fun to model though.


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#7132 Obsttorte

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Posted 07 October 2016 - 11:53 AM

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B)


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FM's: Builder Roads, Old Habits, Old Habits Rebuild
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#7133 VanishedOne

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Posted 07 October 2016 - 01:22 PM

"movetype" "FLY", I'm guessing? (Zombies being a rare case of a humanoid that won't suffer the detaching head bug.)


Edited by VanishedOne, 07 October 2016 - 01:23 PM.

Some things I'm repeatedly thinking about...

- louder scream when you're dying


#7134 ERH+

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Posted 07 October 2016 - 03:00 PM

That reminds me about importance of default AI-add-any-model, sort of fire elemental being that thinks like AI but don't have any animations -maybe just empty slots to trigger i.e. sounds when normal AI would play "I see you!" response. That would be handy for custom drones, you could just add any models, one rotating around other, maybe joint for "antenna" instead of head.


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#7135 VanishedOne

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Posted 07 October 2016 - 03:44 PM

A while back I was contemplating a little scurry bot that would resemble a roomba: I was thinking of binding it to a rat scurrying around on a hidden storey, though for really simple wandering scripting should also be an option.

 

func_securitycamera can spot the player... but even when nothing else can.


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Some things I'm repeatedly thinking about...

- louder scream when you're dying


#7136 Obsttorte

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Posted 07 October 2016 - 04:06 PM

"movetype" "FLY", I'm guessing? (Zombies being a rare case of a humanoid that won't suffer the detaching head bug.)

That's one part of the answer. I had to change the aas definition, too. I stumbled over it by accident and the result was quiet funny.

 

And yeah, if you do this with other ai the attached head keeps flying away. Funnely the sword stays properly attached (tested it with a citywatch guard first). Very odd, but sufficient for elementals and drones me thinks.


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#7137 Bikerdude

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Posted 07 October 2016 - 04:13 PM

That's one part of the answer. I had to change the aas definition, but sufficient for elementals and drones me thinks.

I like the sound of this...



#7138 Deadlove

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Posted 10 October 2016 - 11:37 AM

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Random DR fun...

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#7139 Dragofer

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Posted 10 October 2016 - 07:05 PM

Random DR fun...


I like it. What strange things will one find within, I wonder. It's quite mysterious. Also, the snow theme is a good fit.
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#7140 ERH+

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Posted 10 October 2016 - 08:33 PM

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@Deadlove reminds a bit the Great Wall of China.

 

I don't know if it was pointed out somewhere but summing all shadows in one place is deadly for performance - there is a huge difference between light placed in centre of room, where shadows disperse and you can't see all of them simultaneously, and putting light in very corner so all complex geometry projecting itself onto single spot. As on video below on sunny side I have firm 60fps and looking from opposite direction 30 fps.

 

[media]

[media]


Edited by ERH+, 10 October 2016 - 09:24 PM.

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#7141 Bikerdude

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Posted 11 October 2016 - 02:15 AM

When I built the engine for Sir Talbot's I considered making visible moving pistons.



#7142 Deadlove

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Posted 11 October 2016 - 05:35 AM

It's not snow, I just hollow a giant box with white texture tiled, with one ambient light set really bright, then do all the brush work before anything else.

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#7143 commissar

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Posted 11 October 2016 - 05:26 PM

Have you tried the same machine testmap in Doom 3? I don't know much about the engine, but would be curious to know if the FPS drop is caused by multiple light gem calculations where the POV is at or beyond the machine's distance to the light/or if it's just an inherent limitation. (Apologies if I've completely misunderstood how lighting works)

Is that machine optimised with a shadowmodel at all?
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#7144 ERH+

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Posted 11 October 2016 - 07:52 PM

Have you tried the same machine testmap in Doom 3? I don't know much about the engine, but would be curious to know if the FPS drop is caused by multiple light gem calculations where the POV is at or beyond the machine's distance to the light/or if it's just an inherent limitation. (Apologies if I've completely misunderstood how lighting works)

Is that machine optimised with a shadowmodel at all?

No, models don't have shadow mesh, they cast shadows as complex as visible model itself. FPS is better if I keep lower part of machine out of POV.


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#7145 commissar

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Posted 11 October 2016 - 08:33 PM

Ah, thanks. Just saw the light gem flickering and wondered if that was the problem.
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#7146 nbohr1more

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Posted 11 October 2016 - 09:26 PM

Yes, a shadow mesh would help. The performance change is because it's far more difficult to determine
shadow cull when you are inside the shadow. That was why "Carkmack's reverse" was devised. The trick
only activates once you're inside the shadow.
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#7147 Deadlove

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Posted 13 October 2016 - 08:27 AM

Progress...

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#7148 Bikerdude

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Posted 13 October 2016 - 04:11 PM

Looks like some random Quake MP map... ^_^



#7149 Amadeus

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Posted 13 October 2016 - 05:49 PM

Reminds me a bit of the Halo 2 level Lockout.

#7150 Deadlove

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Posted 14 October 2016 - 08:05 AM

Pillar to become prefab or funcstatic.

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