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Stardog

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  1. Stardog

    Enemy AI

    I'm remaking Dishonored for programming practice, and I'm wondering how your enemy AI works. I decided to go with a Behaviour Tree after getting into a mess with a state machines (multiple communicating using Events). My alert system works with timers. If you are in view for X seconds (depends on position/distance), it will increment the alert level. Alert 1 - (LOOK) Stop patrolling. Turn to look in direction of object noticed (last known position). Timer countdown if player is still visible. Alert 2 - (SEARCH) Move towards last known position. Timer countdown if player is still visible. If not visible, search nearby for 20 seconds. Alert 3 - (CHASE/ATTACK) If player is still in view, start chasing. If he runs more than 20 units away, go back to level 2. Also, does your AI have peripheral vision? I split my view cone into 27 points which decide how fast the countdown timer is. So 75 degrees X, 50 degrees Y and 50 distance means the timer will take a long time before Alert Level 1 happens. If you are 0 degrees X, 0 degrees Y, 5 distance, then you're standing right infront of the guard, and the countdown timer will cycle through alert levels faster. If you did a behaviour tree, it would be interesting to see it, because I only started learning them 2 days ago and I can't find many decent examples of guards.
  2. Why? Personally, I hate clones offsetting. At least now we have a way to deactivate it.
  3. I wouldn't say it's difficult. That's usually the first thing than any mod starts with and ends up with tons of, then the mod dies... And I already do textures/models myself.
  4. I'm not underestimating how hard it would be. Looking at a full RPG's code in C# looks far simpler than the TDM source code. The key to anyone doing this would be to make minimal changes.
  5. I couldn't remember if it had proper security cams. An alarm to alert the guards I guess won't be there. It might not take too long if the team did things that way.
  6. After playing Deus Ex, I wondered how much work would it be to turn TDM into a modern-style sneaker? Note: Not a Deus Ex clone in any way. New textures/materials/models - not difficult.New animations/models for characters - a lot of TDM/D3 anims would be useable.New SFX.Security cams would need added - just enemies that can't walk, really?Laser beams that were able to be turned off - needn't be in initial release.Stick with TDM's climbing/mantling.Stick with TDM's body carrying/dragging.Stick with TDM's inventory/weapons system - no biomods etc.Stick to a few inventory objects to keep it simple:WeaponsSilent knockout weapon (Punch/Gun Butt) - Punch already in D3.Silent kill weapon (Knife)Noisy kill weapon (Hand Gun) - Gun(s) already in D3.Stun weapon could use a modified TDM flashbomb or something.Rope gun - already in TDM. Inventory ObjectsLockpicks - already in TDM.Keycodes - TDM's keys could temporarily act as "keycodes". Proper keypads with number input could be added in later releases.Hacking/Look-under-door-cam' s, etc, could be added in later releases.Maps/Readables/Mines/Keys/ Torch (in D3)/Medpack (Potion)/Binoculars (Spyglass) already in TDM. Most of the stuff seems to be there already. Is there anything major I've missed? It would be a good project when some more of TDM's bugs are squashed.
  7. It is. 1920x1200 = 2.3m pixels 1600x1200 = 1.9m 1280x1024 = 1.3m (the most popular native res as of March 2010) 1024x768 = 786k All of a sudden widescreen monitors come out and people think they can get away with higher res's without blinking, just because it's their native desktop res. Native res has nothing to do with what res you should be running games at. Almost every system will have to go lower than native for best performance. That's why you get tons of people complaining that their i7 blah blah blah can't run Bad Company at 16x AA and the highest res. It just can't. And like LEGIO said, just lower the res and up the AA. But anyhow. Doom 3 with a few shadow-casting lights will bog down any system.
  8. Try a lower res. 1600x1200 is an insane amount of pixels.
  9. 24 year-old website designer from Scotland - http://www.brett-munro.com Into editing games of any kind and used to have my own mod: http://www.moddb.com/mods/eldervale. I play and create adventure games with AGS.
  10. I'm working on some modular assets like modular walls/arches, etc. When I figure out the smoothing groups issue I'm having I'll create some interesting stuff.
  11. Got it fixed. Strange .tga issue, because it worked in max and other engines. Thanks for the tree hint.
  12. I detached the polygons based on their material ID. Changed MATERIAL_REF's but one won't load properly... EDIT: Works now. There was a problem with one of my TGA's for some reason. Test model: *3DSMAX_ASCIIEXPORT 200 *COMMENT "AsciiExport Version 2.00 - Thu Apr 15 11:42:18 2010" *SCENE { *SCENE_FILENAME "" *SCENE_FIRSTFRAME 0 *SCENE_LASTFRAME 100 *SCENE_FRAMESPEED 30 *SCENE_TICKSPERFRAME 160 *SCENE_BACKGROUND_STATIC 0.0000 0.0000 0.0000 *SCENE_AMBIENT_STATIC 0.0000 0.0000 0.0000 } *MATERIAL_LIST { *MATERIAL_COUNT 2 *MATERIAL 0 { *MATERIAL_NAME "grassm" *MATERIAL_CLASS "Standard" *MATERIAL_AMBIENT 0.5880 0.5880 0.5880 *MATERIAL_DIFFUSE 0.5880 0.5880 0.5880 *MATERIAL_SPECULAR 0.9000 0.9000 0.9000 *MATERIAL_SHINE 0.1000 *MATERIAL_SHINESTRENGTH 0.0000 *MATERIAL_TRANSPARENCY 0.0000 *MATERIAL_WIRESIZE 1.0000 *MATERIAL_SHADING Blinn *MATERIAL_XP_FALLOFF 0.0000 *MATERIAL_SELFILLUM 0.0000 *MATERIAL_FALLOFF In *MATERIAL_XP_TYPE Filter *MAP_DIFFUSE { *MAP_NAME "Map #1" *MAP_CLASS "Bitmap" *MAP_SUBNO 1 *MAP_AMOUNT 1.0000 *BITMAP "//base/textures/Stardog/grass" *MAP_TYPE Screen *UVW_U_OFFSET 0.0000 *UVW_V_OFFSET 0.0000 *UVW_U_TILING 1.0000 *UVW_V_TILING 1.0000 *UVW_ANGLE 0.0000 *UVW_BLUR 1.0000 *UVW_BLUR_OFFSET 0.0000 *UVW_NOUSE_AMT 1.0000 *UVW_NOISE_SIZE 1.0000 *UVW_NOISE_LEVEL 1 *UVW_NOISE_PHASE 0.0000 *BITMAP_FILTER Pyramidal } } *MATERIAL 1 { *MATERIAL_NAME "steep" *MATERIAL_CLASS "Standard" *MATERIAL_AMBIENT 0.5880 0.5880 0.5880 *MATERIAL_DIFFUSE 0.5880 0.5880 0.5880 *MATERIAL_SPECULAR 0.9000 0.9000 0.9000 *MATERIAL_SHINE 0.1000 *MATERIAL_SHINESTRENGTH 0.0000 *MATERIAL_TRANSPARENCY 0.0000 *MATERIAL_WIRESIZE 1.0000 *MATERIAL_SHADING Blinn *MATERIAL_XP_FALLOFF 0.0000 *MATERIAL_SELFILLUM 0.0000 *MATERIAL_FALLOFF In *MATERIAL_XP_TYPE Filter *MAP_DIFFUSE { *MAP_NAME "Map #2" *MAP_CLASS "Bitmap" *MAP_SUBNO 1 *MAP_AMOUNT 1.0000 *BITMAP "//base/textures/Stardog/steep" *MAP_TYPE Screen *UVW_U_OFFSET 0.0000 *UVW_V_OFFSET 0.0000 *UVW_U_TILING 1.0000 *UVW_V_TILING 1.0000 *UVW_ANGLE 0.0000 *UVW_BLUR 1.0000 *UVW_BLUR_OFFSET 0.0000 *UVW_NOUSE_AMT 1.0000 *UVW_NOISE_SIZE 1.0000 *UVW_NOISE_LEVEL 1 *UVW_NOISE_PHASE 0.0000 *BITMAP_FILTER Pyramidal } } } } *GEOMOBJECT { *NODE_NAME "Box01" *NODE_TM { *NODE_NAME "Box01" *INHERIT_POS 0 0 0 *INHERIT_ROT 0 0 0 *INHERIT_SCL 0 0 0 *TM_ROW0 1.0000 0.0000 0.0000 *TM_ROW1 0.0000 1.0000 0.0000 *TM_ROW2 0.0000 0.0000 1.0000 *TM_ROW3 32.0000 32.0000 0.0000 *TM_POS 32.0000 32.0000 0.0000 *TM_ROTAXIS 0.0000 0.0000 0.0000 *TM_ROTANGLE 0.0000 *TM_SCALE 1.0000 1.0000 1.0000 *TM_SCALEAXIS 0.0000 0.0000 0.0000 *TM_SCALEAXISANG 0.0000 } *MESH { *TIMEVALUE 0 *MESH_NUMVERTEX 12 *MESH_NUMFACES 12 *MESH_VERTEX_LIST { *MESH_VERTEX 0 0.0000 0.0000 0.0000 *MESH_VERTEX 1 64.0000 0.0000 0.0000 *MESH_VERTEX 2 0.0000 64.0000 0.0000 *MESH_VERTEX 3 64.0000 64.0000 0.0000 *MESH_VERTEX 4 0.0000 0.0000 32.0000 *MESH_VERTEX 5 64.0000 0.0000 32.0000 *MESH_VERTEX 6 0.0000 64.0000 32.0000 *MESH_VERTEX 7 64.0000 64.0000 32.0000 *MESH_VERTEX 8 13.6505 13.6505 32.0000 *MESH_VERTEX 9 50.3495 13.6505 32.0000 *MESH_VERTEX 10 50.3495 50.3495 32.0000 *MESH_VERTEX 11 13.6505 50.3495 32.0000 } *MESH_FACE_LIST { *MESH_FACE 0: A: 0 B: 2 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1 *MESH_FACE 1: A: 3 B: 1 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 2 *MESH_MTLID 1 *MESH_FACE 2: A: 8 B: 9 C: 10 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 1 *MESH_FACE 3: A: 10 B: 11 C: 8 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 3 *MESH_MTLID 1 *MESH_FACE 4: A: 0 B: 1 C: 5 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 1 *MESH_FACE 5: A: 5 B: 4 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 4 *MESH_MTLID 1 *MESH_FACE 6: A: 1 B: 3 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 1 *MESH_FACE 7: A: 7 B: 5 C: 1 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 5 *MESH_MTLID 1 *MESH_FACE 8: A: 3 B: 2 C: 6 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 1 *MESH_FACE 9: A: 6 B: 7 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 6 *MESH_MTLID 1 *MESH_FACE 10: A: 2 B: 0 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 1 *MESH_FACE 11: A: 4 B: 6 C: 2 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING 7 *MESH_MTLID 1 } *MESH_NUMTVERTEX 24 *MESH_TVERTLIST { *MESH_TVERT 0 0.9995 0.0005 0.0005 *MESH_TVERT 1 0.9995 0.9995 0.0005 *MESH_TVERT 2 0.0005 0.9995 0.0005 *MESH_TVERT 3 0.0005 0.0005 0.0005 *MESH_TVERT 4 0.0005 0.0005 0.9995 *MESH_TVERT 5 0.9995 0.0005 0.9995 *MESH_TVERT 6 0.9995 0.9995 0.9995 *MESH_TVERT 7 0.0005 0.9995 0.9995 *MESH_TVERT 8 0.0005 0.0005 0.9995 *MESH_TVERT 9 0.9995 0.0005 0.9995 *MESH_TVERT 10 0.9995 0.9995 0.9995 *MESH_TVERT 11 0.0005 0.9995 0.9995 *MESH_TVERT 12 0.0005 0.0005 0.0005 *MESH_TVERT 13 0.9995 0.0005 0.0005 *MESH_TVERT 14 0.9995 0.9995 0.0005 *MESH_TVERT 15 0.0005 0.9995 0.0005 *MESH_TVERT 16 0.0050 0.0005 1.0000 *MESH_TVERT 17 9.9950 0.0005 0.0000 *MESH_TVERT 18 9.9950 0.9995 0.0000 *MESH_TVERT 19 0.0050 0.9995 1.0000 *MESH_TVERT 20 0.2136 0.2136 0.5000 *MESH_TVERT 21 0.7864 0.2136 0.5000 *MESH_TVERT 22 0.7864 0.7864 0.5000 *MESH_TVERT 23 0.2136 0.7864 0.5000 } *MESH_NUMTVFACES 12 *MESH_TFACELIST { *MESH_TFACE 0 0 1 2 *MESH_TFACE 1 2 3 0 *MESH_TFACE 2 20 21 22 *MESH_TFACE 3 22 23 20 *MESH_TFACE 4 16 17 18 *MESH_TFACE 5 18 19 16 *MESH_TFACE 6 4 5 6 *MESH_TFACE 7 6 7 4 *MESH_TFACE 8 8 9 10 *MESH_TFACE 9 10 11 8 *MESH_TFACE 10 12 13 14 *MESH_TFACE 11 14 15 12 } *MESH_NUMCVERTEX 0 *MESH_NORMALS { *MESH_FACENORMAL 0 0.0000 0.0000 -1.0000 *MESH_VERTEXNORMAL 0 0.0000 0.0000 -1.0000 *MESH_VERTEXNORMAL 2 0.0000 0.0000 -1.0000 *MESH_VERTEXNORMAL 3 0.0000 0.0000 -1.0000 *MESH_FACENORMAL 1 0.0000 0.0000 -1.0000 *MESH_VERTEXNORMAL 3 0.0000 0.0000 -1.0000 *MESH_VERTEXNORMAL 1 0.0000 0.0000 -1.0000 *MESH_VERTEXNORMAL 0 0.0000 0.0000 -1.0000 *MESH_FACENORMAL 2 0.0000 -0.0000 1.0000 *MESH_VERTEXNORMAL 8 0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 9 0.0000 -0.0000 1.0000 *MESH_VERTEXNORMAL 10 0.0000 0.0000 1.0000 *MESH_FACENORMAL 3 -0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 10 0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 11 -0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 8 0.0000 0.0000 1.0000 *MESH_FACENORMAL 4 0.0000 -1.0000 0.0000 *MESH_VERTEXNORMAL 0 0.0000 -1.0000 0.0000 *MESH_VERTEXNORMAL 1 0.0000 -1.0000 0.0000 *MESH_VERTEXNORMAL 5 0.0000 -1.0000 0.0000 *MESH_FACENORMAL 5 0.0000 -1.0000 0.0000 *MESH_VERTEXNORMAL 5 0.0000 -1.0000 0.0000 *MESH_VERTEXNORMAL 4 0.0000 -1.0000 0.0000 *MESH_VERTEXNORMAL 0 0.0000 -1.0000 0.0000 *MESH_FACENORMAL 6 1.0000 0.0000 -0.0000 *MESH_VERTEXNORMAL 1 1.0000 0.0000 0.0000 *MESH_VERTEXNORMAL 3 1.0000 0.0000 -0.0000 *MESH_VERTEXNORMAL 7 1.0000 0.0000 0.0000 *MESH_FACENORMAL 7 1.0000 -0.0000 0.0000 *MESH_VERTEXNORMAL 7 1.0000 0.0000 0.0000 *MESH_VERTEXNORMAL 5 1.0000 -0.0000 0.0000 *MESH_VERTEXNORMAL 1 1.0000 0.0000 0.0000 *MESH_FACENORMAL 8 0.0000 1.0000 0.0000 *MESH_VERTEXNORMAL 3 0.0000 1.0000 0.0000 *MESH_VERTEXNORMAL 2 0.0000 1.0000 0.0000 *MESH_VERTEXNORMAL 6 0.0000 1.0000 0.0000 *MESH_FACENORMAL 9 0.0000 1.0000 0.0000 *MESH_VERTEXNORMAL 6 0.0000 1.0000 0.0000 *MESH_VERTEXNORMAL 7 0.0000 1.0000 0.0000 *MESH_VERTEXNORMAL 3 0.0000 1.0000 0.0000 *MESH_FACENORMAL 10 -1.0000 0.0000 0.0000 *MESH_VERTEXNORMAL 2 -1.0000 0.0000 0.0000 *MESH_VERTEXNORMAL 0 -1.0000 0.0000 0.0000 *MESH_VERTEXNORMAL 4 -1.0000 0.0000 0.0000 *MESH_FACENORMAL 11 -1.0000 -0.0000 -0.0000 *MESH_VERTEXNORMAL 4 -1.0000 0.0000 0.0000 *MESH_VERTEXNORMAL 6 -1.0000 -0.0000 -0.0000 *MESH_VERTEXNORMAL 2 -1.0000 0.0000 0.0000 } } *PROP_MOTIONBLUR 0 *PROP_CASTSHADOW 1 *PROP_RECVSHADOW 1 *MATERIAL_REF 1 } *GEOMOBJECT { *NODE_NAME "Object01" *NODE_TM { *NODE_NAME "Object01" *INHERIT_POS 0 0 0 *INHERIT_ROT 0 0 0 *INHERIT_SCL 0 0 0 *TM_ROW0 1.0000 0.0000 0.0000 *TM_ROW1 0.0000 1.0000 0.0000 *TM_ROW2 0.0000 0.0000 1.0000 *TM_ROW3 32.0000 32.0000 0.0000 *TM_POS 32.0000 32.0000 0.0000 *TM_ROTAXIS 0.0000 0.0000 0.0000 *TM_ROTANGLE 0.0000 *TM_SCALE 1.0000 1.0000 1.0000 *TM_SCALEAXIS 0.0000 0.0000 0.0000 *TM_SCALEAXISANG 0.0000 } *MESH { *TIMEVALUE 0 *MESH_NUMVERTEX 8 *MESH_NUMFACES 8 *MESH_VERTEX_LIST { *MESH_VERTEX 0 0.0000 0.0000 32.0000 *MESH_VERTEX 1 64.0000 0.0000 32.0000 *MESH_VERTEX 2 0.0000 64.0000 32.0000 *MESH_VERTEX 3 64.0000 64.0000 32.0000 *MESH_VERTEX 4 13.6505 13.6505 32.0000 *MESH_VERTEX 5 50.3495 13.6505 32.0000 *MESH_VERTEX 6 50.3495 50.3495 32.0000 *MESH_VERTEX 7 13.6505 50.3495 32.0000 } *MESH_FACE_LIST { *MESH_FACE 0: A: 0 B: 1 C: 5 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING *MESH_MTLID 0 *MESH_FACE 1: A: 5 B: 4 C: 0 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING *MESH_MTLID 0 *MESH_FACE 2: A: 1 B: 3 C: 6 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING *MESH_MTLID 0 *MESH_FACE 3: A: 6 B: 5 C: 1 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING *MESH_MTLID 0 *MESH_FACE 4: A: 3 B: 2 C: 7 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING *MESH_MTLID 0 *MESH_FACE 5: A: 7 B: 6 C: 3 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING *MESH_MTLID 0 *MESH_FACE 6: A: 2 B: 0 C: 4 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING *MESH_MTLID 0 *MESH_FACE 7: A: 4 B: 7 C: 2 AB: 1 BC: 1 CA: 0 *MESH_SMOOTHING *MESH_MTLID 0 } *MESH_NUMTVERTEX 8 *MESH_TVERTLIST { *MESH_TVERT 0 0.0005 0.0005 0.5000 *MESH_TVERT 1 0.9995 0.0005 0.5000 *MESH_TVERT 2 0.0005 0.9995 0.5000 *MESH_TVERT 3 0.9995 0.9995 0.5000 *MESH_TVERT 4 0.2136 0.2136 0.5000 *MESH_TVERT 5 0.7864 0.2136 0.5000 *MESH_TVERT 6 0.7864 0.7864 0.5000 *MESH_TVERT 7 0.2136 0.7864 0.5000 } *MESH_NUMTVFACES 8 *MESH_TFACELIST { *MESH_TFACE 0 0 1 5 *MESH_TFACE 1 5 4 0 *MESH_TFACE 2 1 3 6 *MESH_TFACE 3 6 5 1 *MESH_TFACE 4 3 2 7 *MESH_TFACE 5 7 6 3 *MESH_TFACE 6 2 0 4 *MESH_TFACE 7 4 7 2 } *MESH_NUMCVERTEX 0 *MESH_NORMALS { *MESH_FACENORMAL 0 0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 0 0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 1 0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 5 0.0000 0.0000 1.0000 *MESH_FACENORMAL 1 -0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 5 -0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 4 -0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 0 -0.0000 0.0000 1.0000 *MESH_FACENORMAL 2 0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 1 0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 3 0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 6 0.0000 0.0000 1.0000 *MESH_FACENORMAL 3 -0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 6 -0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 5 -0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 1 -0.0000 0.0000 1.0000 *MESH_FACENORMAL 4 -0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 3 -0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 2 -0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 7 -0.0000 0.0000 1.0000 *MESH_FACENORMAL 5 0.0000 -0.0000 1.0000 *MESH_VERTEXNORMAL 7 0.0000 -0.0000 1.0000 *MESH_VERTEXNORMAL 6 0.0000 -0.0000 1.0000 *MESH_VERTEXNORMAL 3 0.0000 -0.0000 1.0000 *MESH_FACENORMAL 6 0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 2 0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 0 0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 4 0.0000 0.0000 1.0000 *MESH_FACENORMAL 7 0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 4 0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 7 0.0000 0.0000 1.0000 *MESH_VERTEXNORMAL 2 0.0000 0.0000 1.0000 } } *PROP_MOTIONBLUR 0 *PROP_CASTSHADOW 1 *PROP_RECVSHADOW 1 *MATERIAL_REF 0 }
  13. Does doom support ASE's with Multi/Sub materials?
  14. As Tels said, those columns are far too high-poly. You can only get away with stuff like that if it's not casting shadows or unlit. The racks should be done with textures if possible (or at least everything inside the outer frame like this - http://www.turbosqui....cfm/ID/220686), and the curve above the top-left/right windows seems too high-poly too. 65 decal patches is excessive, so you'd want to make your own vine textures in the correct shape if possible. The vines in that first screen could be done with nearer 6 patches this way. Save a new map and try deleting all that to see if it makes a difference.
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