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peter_spy last won the day on July 31

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About peter_spy

  • Birthday 01/01/1981

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    Central Europe
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    Photography, 3d modeling, level design

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  1. In other engines, static mesh class itself already has attributes like material path, skins, LOD settings, etc., but the model has to be imported first. So instead of having a separate "LOD entity", it would be better to have these attributes either moved to func_static class already, or, requiring models to be assigned to an entity with all the proper spawnargs.
  2. I'm not sure if that's a best example, but I was trying to stress the physics system a bit. I'm using moveable ball models, all having that 16-polygon CM above. Just for fun I gave them friction 0 and bouncyness 1, to make physics work harder than usual. And I was able to get to 150 balls without going below 60fps: Given that this is a synthetic test, and in typical situations you won't need more than, let's say, 10 objects interacting with each other simultaneously, it seems to me that those limits could be raised like ten times, and it shouldn't hurt the performance.
  3. That makes sense, but going from that to 16 polygon limit seems really extreme to me. In practical terms, you can't create a shape more complex than this: Since physics is done on CPU, it should be pretty scalable too. I doubt that mappers or content creators will want to go beyond something like a bowling mini-game So perhaps it would be worth trying to set it at, I dunno, 1024 polygons per CM, testing it on a few objects, and going down until the game works in a stable manner? Btw. I was trying to find any info on any hard CM polygon limits for engines like Source or UE3, but couldn't find anything.
  4. Not DR but engine-related question: is there a reason for idMoveables collision model to have such low polygon limit? I know the game can be wonky, but it's impossible to make even a really basic round shape with such low limits.
  5. As for the LOD confusion, it kinda seems like you created the problem yourself, moving stuff to very different folders. Typically, you don't have time for making more than one good (LOD1) version of your model, so the clutter in the model folder is usually minimal. What I've seen in TDM stock assets though, is that models can have unnecessary LOD stages, where e.g. LOD1 is 1500 tris and LOD2 is 1200 tris, for example. That makes little sense. The rule of thumb is to have around 50% vertex difference between each stage, so changing between models gives tangible performance boost.
  6. Hmm, upon closer investigation, it's not like AAA titles handle it in a 100% consistent way either. For example, Dishonored 2 dropped the outline for doors altogether: And for windows, it's often visible only after you open them: Edit: I guess the reason for not having super tight outline system is that they might have been relying on an interaction prompts more (which I turned off and forgot about it):
  7. I wonder why this is such a huge issue. Such outline is being used in tons of both AAA and indie games nowadays, and it works correctly. I bet it's something you can either find for free, or buy in a Unity or Unreal Marketplace for a few bucks.
  8. That bloom and fog reminds me of Deadly Shadows a bit, good old mapping times
  9. Outer Wilds is definitely on my list, it's been receiving nothing but praise and I've seen gameplay videos too, it's very intriguing
  10. Nope, Parvati. Currently I'm on Monarch and I wonder if there's going to be anything interesting here.
  11. I've been playing The Outer Worlds a bit, but apart from a one companion that's well-written and voiceovered, the whole game is flat and lifeless. I really hoped it would be more like FNV in space.
  12. That^ seems like overthinking. If water arrow + torch = light off, players will expect it to work every time, whether it's moveable or not. I'd expect that just hitting a guard with it should make him drop the torch and start investigating. IIRC Thief 3 did that with both water and moss arrows.
  13. At least when it comes to objects inside containers, it was always easier for me to just set them to hide 0 and use target links from openable element. Since the problem is with ignoring geometry when tracing frob entities, adding more geometry doesn't seem like a solution to me. Making objects invisible until container is open works every time.
  14. There was a Splinter Cell installment where Sam could whistle to attract guards to a spot and then evade them. The sound range of this whistle was pretty small, so often it felt awkward that it isn't heard in larger distance, but IMO that wasn't the main problem. As we all know, stealth games like SC or TDM these are about scanning the environment, assuming a strategy and trying to execute it. The finite aspect of player resources is important and makes for different setups mappers can create. Whether it's a whistle or a mic-based sound, you're giving the player an infinite resource to cheese through your map, and it makes the gameplay awfully boring. I bet that the number of mappers that would want that is excatly 0. Exactly. Not to mention implementing the whole idea, which can easily get complicated, like guards reacting differently to different sound levels your mic produces, etc. Good luck making predictable player tool out of that, and then teaching the player to use it effectively (long story short, that's a hell no from me ).
  15. This^ is actually an awesome find.
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