Inspiring Photographs For Missions
Posted 31 October 2005 - 09:46 PM
i have no idea how many polys and all btw. if you have doom3 you can try i guess, just use the doom3 chairs
Posted 01 November 2005 - 03:06 AM
Posted 01 November 2005 - 03:14 AM
Posted 01 November 2005 - 04:36 AM
Posted 01 November 2005 - 07:00 AM
It had nothing to do with the story itself, but rather the colours used. I thought that scenes from that movie would lend themselves rather well to a thief map. There are also a lot af anachronistic elements in the movie.
Anyway, just a little idea of mine that I think is worth sharing.
Posted 01 November 2005 - 08:33 AM
Posted 01 November 2005 - 09:59 AM
Posted 01 November 2005 - 10:45 AM
Don't know if a triangle has to be drawn for each light, I doubt it, but it sure has to be calculated once per light.
From my limited understanding of OpenGL, the difference between drawing and calculating is whether the draw-to-frame flag is enabled or not.
Posted 01 November 2005 - 11:07 AM
Posted 01 November 2005 - 11:31 AM
Er, by "drawn once for each light", I'm refering to doing a (fill-rate draining) render pass where you calculate the lighting for each pixel for each light, not triangle transformation.
That's what I was referring to as well
Posted 03 November 2005 - 04:46 AM
2000 chairs in a giant room with 1 giant light (since there isn't an ambient light setting) gave me 7fps, which is a little better than the 5fps I get from T3ed. No idea how chairs in here compare to chairs in T3ed poly wise but I think lighting in here will lend itself to huge outdoor missions better. I had a little worse performance with 36 individual lights because I allowed the to overlap a bit.
All in all, kinda fun.
Posted 03 November 2005 - 04:52 AM
2000 is not so bad though. Which ones did you use? Are the chairs fully modelled or defined with normal maps?
Posted 03 November 2005 - 05:04 AM
Posted 03 November 2005 - 06:13 AM
Posted 03 November 2005 - 12:20 PM
My light was 1000x1200x200 units, it looked OK until I changed the texture to a rotating yellow alarm type. I'll work on this more and get some screenshots of some stuff. I'm also taking into account that a big outdoor mission will have more polys used in terrain, and plants will probably have less complex meshes than chairs.
Posted 03 November 2005 - 01:44 PM
Posted 03 November 2005 - 06:04 PM
Posted 03 November 2005 - 08:15 PM
Posted 03 November 2005 - 08:15 PM
Edit: On the bright side, since the lighting is all dynamic, Doom3 maps compile VERY quickly (smaller maps can compile in only a few seconds), whereas HL maps can take hours to compile, due to calculating the lighting. It can be tedious to tweak lighting in HL because even on a smaller map, you have to wait a couple of minutes to see your changes. Whereas in Doom 3, you can see your changes in the editor in real-time as you adjust the light.
Another reason why you might not want to include a lightmap, is that lightmaps usually only carry information about surfaces, not 3d spaces, so although they may tell you how to light static geometry realistically, they won't tell you how to light any movable objects inside a room, so you usually need to fall back to some other type of lighting to decide how to such light objects - this often leads to inconsistant lighting, where the room may appear bright, but the objects inside it appear too dark. (I've noticed this atop the train-cars in the train map for HL1 counter-strike)
Posted 05 November 2005 - 10:51 AM
My favourite setting would be something thats Grand Theft Auto like, the free roaming nature of those games, thats why i liked T3 in some ways. Obviously that would become difficult to do in the doom 3 engine.
There used to be a trend to upping the polygons in a scene, surface mapping wasn't used. But this has changed due to animations and the shear effort of having to translate the polygons in real time. There have been several systems for optimising on animations but along with optimisations you have problems. Ragdoll bodies can't really be optimised much. Surface mapping techniques can optimise alot on rendering highly detailed models.
dynamic shadowing also takes a performance hit from abundant polygons and the majority of situations detail is just wasted over surface mapping. Considering that the silouette of the shape is what needs to be found and not everything inbetween then when you go to render if the object has alot of polygon detail that can be replaced by surface mapping then the time spent processing those polgons to determine the shadow will be wasted.
I believe in Quake 4 they added in lightmaps (or i guess re-added). It's almost the same engine too...
Posted 05 November 2005 - 07:17 PM
Edited by Ombrenuit, 05 November 2005 - 07:20 PM.
Posted 05 November 2005 - 07:33 PM
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