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Posts posted by Johannes Burock
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sorry, let me make sure i'm getting this right. you are generating 20 fog particles in one area, with a framerate of 30, and without any fog, you get 60+ framerate?
hmm i am not exactly sure what goes into particle performance issues. but perhaps its possible that a particle like dustfog3 could be made into a larger particle effect, and thus use less particles total in the map, and maybe this would do the trick...
edit: JB, also, try disabling v-sync and run it again. that could be a quick fix. anytime you are measuring performance its much easier to keep vsync off because it doesn't clamp the framerate.
after disabling vs its about 4 / 6 fps better...but crysis 2 is running well on my sys. What is the problem here.
Here u have a example pic, i player around with SEED and fogs:
9x fog from ungoliants tex in a big patch
4x fog from ungoliants tex in small patches
3x dustfog as emitter
1x fog fgrom a lightfog
2x non dynamic lights
and when the fogs are away its running >60 fps
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ok, after spending some hours in texturecreation:
some can lood very 3d with the normal maps...tesselation isnt avaiable, but what is with parallax occlusin ? or is there another way to get more 3d effect into the maps?
EDIT: after some searching: iknow its not possible, but there is a mod for doom 3 to give pm in addition...so is it possible to get such a thing into TDM ?
there are some mods: sikkmod, extreme quality mod, parallax mapping mod
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ungoliant did you use more than one patch? if i create a bigger patch for a "big" (900x700) area it is a very very very....thick fog and also my (high end) pc is getting down...
EDIT: ahh get it. my patch was subdivided and for every quad i get one fog...so with 100 fogs that was a bit overpowered^^
by the way is there a way to create more particleeff on one screen without getting down in perf so drastical ? if i have f e 20 fogs i have a fr of 30, without >60...and if i look to modern games...
is the problem the engine or is there a way for pushing?
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very nice and easy going ...wow my first positiv words^^
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Meh, nothing impressive there at all. Just a hallway lacking any personality or character.
boom, finishing move xD. That was very...direct. edit: have now seen the org. discussion in the other thread...
and to the diffferent arches: yes there are rebuild buildings but if it is a castle (and it looks like) its very untypical. old castles which were datroyed were not rebuild in later eras because the military benefit wasnt very high...how i sid its a little fussy but a little point of perfection in realism...
edit: yes its fantasy...how i said: dont mnow if somebody realize this "problem" at all. And i think feeling in game is more intensive (for me) if such general things are realistic.
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no critisism...but on the pic you have a round arch and on the other one sharp ended ones...these are two different parts of construction history /eras...romanic and gothic. if it is in one building it could be contradictory. Dont know if somebody of you play a game under this point of view (?)
in reallity you nearly never find a mixed building.
i know i never give a good word...iam more a conditioner...i give advices ^^
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by the way, i think these caves are much easyer to create than other things ( f e broken parts of a bridge, trim...)
dont know how sotha think about but it is only a cylinder with additional rows and cols and then a more or less random point pushing...
i think for a newbie, what i was with patches to this time of cavecreation, it is very simpel.
the real mastery is to have a broken trim which cons of 5 patches on its own and the braking point itself also of 3 or 4 patches...
right?
edit:
this is what i mean ONLY the DAMAGED parts are 12 patches...and to fit this is th hard way..
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after looking on some old maps again here an impression of one of my never finished first try maps...
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You work for AMD, Nvidia, or Intel, don't you Johannes?
You are practically forcing TDM players to buy new hardware
(I really hope I can play your FM with my crappy PC )
give me all your money...
nope...what you see is 1 ! patch and some plants, water+ lights but i know how to use this one patch ^^
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looks good, some parallels to the library pics in my box...
but be aware, a to big fire placed to close to the wooden beams...that looks logically unrealistic
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Hehe, I see my girlfriend's bathroom tiles on the floor... ;-)
no worries i wasnt there is this tex from u?
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ok, thanks for the help, the _ns "problem", i never realised that there are some tex in two ways in the list...and like Melan i dont see a reason for the _ns ones...but nevermind it runs (with shadows) now
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Very cool and props to place the windows correctly into the "fächer" between the beams! (The only change I'd make is to make the vertical beams *slighly* thinner than the horizontal ones, but that is nitpicking
right, missed to fix that for this beam... done that...on the other pic the beems are thinner how you could see...
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I wonder : how do you paste texture correctly on all that bloody curved patches ?
most of them are going with - natural - some u have to fix with the texture tool (strg + alt + t). Thanks to Tels at this point to give me this advice.
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Fantastic, the only minor nit I'd have is that the cracks on the floor would have been filled with dust long ago, so they shouldn't be that deep.
thats right...now i have the old brush under the stones and a higher one with a decal-dirt... now there are flat stones, cracks with sand/earth and dust in it and a bit higher stones to make the floor more uneven.
and thats the pic:
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Johannes' box
in TDM Editors Guild
Posted · Edited by Johannes Burock
after playing around for first test for th burial grounds (without bloodraven ^^ for the insiders) here the first try:
http://modetwo.net/d...post__p__252225
it is an old overgrown one.
and a big question:
want to create an ghost light which is flying a patrolway...
i have a light and a (not the best) func_emitter.
ive never done such things here before...so how to combine them and bring em on a patrol way ?