I work since last Friday (January 29) on this so I hope you will like it. The atmosphere is completely different from the day version. I really like the way it turn out & FPS isn't to bad on my rig. I'm curious to know how it perform on your rig
I'm planning to release the final next w-e, like a little "weekend gift".
Take note the RAR archive contain only the *.UT3 & *.UPK files. The INI & TXT will be include in the final.
Only thing missing is the preview screen for the final.
Be advise that the lights aren't flickering in spec mode but will do when you'll start to play
Hope you like it & that FPS isn't to bad.
Have fun dudes
Some pics :
-- Edited by stevelois on Friday 12th of February 2010 01:38:30 AM
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I started the DL, but the DL is extremely slow! I have over 4 hours until the file is finished downloading. I doubt I will get a chance to test it tonight. Maybe tomorrow, since it's still the weekend. Sorry for the inconvenience!
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Well, most of the time I have a good ratio dwn/upload with mediafire. THX bro but I'll wait you really play it before assuming that your bro would 100% please you lol
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You did a great job with the lighting and conversion to night, i dig the torches, the map seems like its fairly demanding, while it didn't bring either system down too hard there were times when it seemed only slightly choppy, (usually with the berserk firing rockets) otherwise i'd say double thumbs up, feels like a completely different map, what's neat is playing it against ppl because you have to sneak around (has a sort of old Quake 2 feeling to it) and look and listen carefully for the direction of your opponents gun fire, you can always expect someone might be trying to hoard the berserk, so it's kind of a meeting spot.
The water out the window (through the grate up high, i believe near the sniper rifle) looks tiled and could use rescaling.
Aly is one of my favs, nice to have the night version. Thx for your work on this bro, so far so good, with a little input you might be able to dial it in to run well on even slower machines, we run some fairly decent hardware over here in our crib, but i do have 1 machine that chugs i could test in on, but some of the retail maps bring that one to its knees so i know what to expect.
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For the water, indeed, I also found it to tiled for my taste. I did try to replace it with another stock one but I didn't found a good looking one. I'll continue to check that out for sure
All the FPS drop are caused by the dynamic lighting & it's not something I can cull or optimize except by replacing some togeable lights by regular lights.
But like PE maps (Physics Edition), you must have a powerful PC
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Yeah works for me, as i say i have some fairly decent hardware, even my slower machines are at least C2D 3GHz 4GB RAM, 9800GT, etc. I was thinking for the sake of making the map more mainstream, but i'm not sure if you ever plan to release this to the general public?
Also, i do not believe in SLI, i've been a hardware tech for years and IMO it's one of the biggest gimmicks they ever tried to throw at us, Multi-core GPU's that consume the same amounts of power (lower power consumption) are the future, i also only play with V-sync enabled, wouldn't play any other way, every game i've ever played with out it isn't nearly as smooth, the reason Consoles all look so good is because they utilize V-sync (both Next-Gen HD consoles X360 & PS/3) i'd rather have smooth framerates and no chop or slow downs than to be able to have bragging rights of 400+ frames but then chug or bog down in tough spots.
So be aware that if we're looking for performance testing i'll put any map you guys want through its paces on a variety of machines, i have 6 on my lan that are set up as independent workstatioins, 2 dedicated servers 1 (UT3 dedicated) and 1 (Media Server / also set up to run UT3) but between the workstations, i can connect all of them to one of the dedicated servers running anyone's map and then walk around and look at all of them and see how they perform. - So if you don't mind me being insistent on V-sync and you need that type of testing just let me know, i'll be glad to for you or any of the other guys.
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Indeed, I intent to release the map for all. For those with a low level rig, I can't do nothing about it & I'm not willing to downgrade my works to accommodate low end pc's.
I appreciate that you propose to make all those play test on various hardware but it's not necessary. Like you, I also play with vsync on. I'm also share the same thoughts about SLI or Crossfire technologies. While,they do increase FPS greatly, I prefer to have only 1 card that do make the job well without costing me a $$$ of electricity & generate more noise & heat.
TBH, I don't mind if this map don't run well on lower end machine. Players with good gaming machine will have some nice fights in that map. For the others, one day, they will upgrade & appreciate the map that time if the game is still playable in there Windows 8 in 2011 lol
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I'm with ya 100% and i feel the same as you on this, TBH bro UT3 for the most part requires some decent hardware to be fully enjoyed! - While I know that historically Unreal Technology has scaled well and generally performed great on a variety of different hardware, UT3 on the other hand had some fairly steep performance requirements, this is one of the reasons IMO for his not so warm reception (besides several other key factors) Now that the mainstream hardware has finally caught up more and more end users should be able to enjoy and appreciate the technology.
As far as not wanting to downgrade work to accommodate low end hardware i fully understand that, - just keep an open mind that if some minor tweaks could substantially increase performance than that might be more of a win / win vs. compromising. (Perhaps we'll have to send Odedge in to look at it, he's good at finding and figuring out advanced optimizations)
Otherwise i'm 100% with ya, i'd rather not limit my work or designs either simply to ensure lower end hardware can handle it.
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1xTrEmE wrote:P.S Rathalos it's only 11:23 here in Nevada, i thought AZ was only 1 hour ahead of our timezone...You better check that clock bro.
Holy shiat... it's 10:10 in the kitchen microwave clock, 11:10 on my cable box, and 12:10 on my PC. Wow, I need to set them all for same time lol. Since there is no daylight savings in AZ I really need to take a pill lol.
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Hey bro, I finally change the water material completely. It took me like 9 hours to found one & set it right but now it's very nice
I dunno what Odedge can suggest more because except the culling, I already use lot's of optimizations from the start in the day version. For example,
This is what as been done :
- Use nonlit material on all hidden BSP with everything uncheck and LM set to 65 K - Use removesurface material on all hidden BSP with everything uncheck and LM set to 65 K - BSP that doesn't required crisp shadows are set to 32. I didn't crank them up to 8 or less - Hide part of the terrain not seeing by the player - Cull some meshes, while the culling is very slim caused by the open layout, I already made what can be easily done - Use best LM possible only on some meshes, all the others are set to 32 instead of vertex even if I can crank them to 128. - Set collisions on meshes & replace the collisions by simplier BV
What can't be done without impacting the visuals :
- Cull flame emitters - Replace togeable lights with normal lights
@rath
Dude, you need to adjust your time lol
@tipper
Well mate, even if the final may perform better, you can't expect a 100% FPS boost lol
-- Edited by stevelois on Sunday 7th of February 2010 06:32:50 PM
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Alright I just gave this a whirl and it was a lot of fun. It was hard to do good though because my FPS peaked at 27 hahaha. I was running at around 23 most of the time. It's really nice looking though, I like the adjustments you've made. Really works well and the lights really match the atmosphere. Nice job dude!
For some other optimizations you might want to try to lower the amount of instructions on your materials if you have materials with a lot. It can really impact performance. Especially with translucent ones. You could try scaling up the water outside (as 1xTrEmE said) and try using a less expensive material on it. Might help a little.
I really like this map though. Both versions are so well made and really look polished. Great job man. I'm excited to see the final.
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THX for the material tip m8 but I was aware of it :p
The new water material is less complicated & look better for a night theme but I didn't see any FPS gain. For other materials, I didn't change them but I don't intent to do so because I like them that way.
Except the FPS aspect, I'm happy you like it, THX for the compliment dude :D
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1xTrEmE wrote:P.S Rathalos it's only 11:23 here in Nevada, i thought AZ was only 1 hour ahead of our timezone...You better check that clock bro.
Holy shiat... it's 10:10 in the kitchen microwave clock, 11:10 on my cable box, and 12:10 on my PC. Wow, I need to set them all for same time lol. Since there is no daylight savings in AZ I really need to take a pill lol.
LMAO, get that clock fixed son!
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Hey bro, I finally change the water material completely. It took me like 9 hours to found one & set it right but now it's very nice
Good job getting that solved satisfactorily. Only 9 hours? ROFL, your like me bro; (perfectionist)
I dunno what Odedge can suggest more because except the culling, I already use lot's of optimizations from the start in the day version.
Checks & balances dude, that's all i was saying.. sometimes we all overlook something here or there. Ode is good on that end and any of us might even catch something or have useful suggestions or tips for eachother at times. ;) - though it sounds like you've got the fundamental optomizations down quite well.
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1. Visually, it's looks very, very niiice... I think the night setting feels right with a nice combination of moonlight and flames to give some contrast to the lighting. For the most part, I didn't have a hard time seeing the bots, given that I play against them with out the name tags.
2. When you go outside of the building, even if you aren't alive, the post processing really changes and doesn't make sense. It goes from normal to almost pitch black.
3. the frame rate department needs some help, if possible. The worst spot is the sniper weapon looking across the map. For me, it drops to low thirties. My eyes are somewhat sensitive to frame rates this low. Also, when you go from 60 to 30 in too short of a time, that change is also noticeable.
At this point, there is 1.25 million+ static mesh triangles, which seems a bit much, given the size of the map.
4. Just a thought, have you thought of redoing the layout some? A different of the map, like this, is a good chance to mix things up if you think it won't hurt game play.
Over all, you have done a great job with the night time version. As it stands now, it seems like the frame rates are just too low for me (against 6 bots) to make the game consistently enjoyable compared to the daytime version.
I know you like to optimize your maps and it's hard to know what to suggest to further help in this department. Anyways, good luck polishing it up.
Edit: While looking at the map in the editor, I remembered something else...
5. You might want to set the torch and torch holders to not block players, since they are relatively small.
Also, while reading the thread, I have a couple thoughts about optimizing...
1. There might be a few more areas of the terrain you can erase. Try toggling wireframe on and that should give you a better idea if the player will ever see it.
2. I know you are going for visual quality, but a light map resolution of 2 on a BSP is really high (ironically enough given it's value of "2"). I have a 9800 GT 512MB video card, which can handle most of the retail DM maps with no noticeable problem. If you want shadows that are that detailed, it's going to cost.
3. I am sure you are aware of this, but with the rocks/cliffs, using the meshes that don't have a "backside" to them might help some, but also limit the shapes you can use.
4. When it comes to it, I think all of the emitters might also have a noticeable effect too, but that will also change the look of the map.
Granted all maps don't have to be playable on all machines and since the daytime version runs well, you might as well make this one pretty.
-- Edited by Odedge on Monday 8th of February 2010 04:12:52 AM
1. Visually, it's looks very, very niiice... I think the night setting feels right with a nice combination of moonlight and flames to give some contrast to the lighting. For the most part, I didn't have a hard time seeing the bots, given that I play against them with out the name tags.
Cool & THX
2. When you go outside of the building, even if you aren't alive, the post processing really changes and doesn't make sense. It goes from normal to almost pitch black.
The PP in the day version give the sense of a sun burn so that is why it's so bright. For the night version I want something dark which is the opposite. Perhaps I can change the effect to make it more blueish than black ?
3. the frame rate department needs some help, if possible. The worst spot is the sniper weapon looking across the map. For me, it drops to low thirties. My eyes are somewhat sensitive to frame rates this low. Also, when you go from 60 to 30 in too short of a time, that change is also noticeable.
At this point, there is 1.25 million+ static mesh triangles, which seems a bit much, given the size of the map.
Yep, I know that the sniper spot is the badest FPS spot. The 1.x triangles to render is caused by the added emitters. The day version render ±800 000 polys but the added emitters add around 400 000 triangle into the scene & is 50% responsable of the FPS drop along the dynamic lighting. There are other things I add but there poly count isn't noticeable.
Only thing I can do is cull some of them but since the map is wide open, I won't be able to cull the majority of them because you can't see the emitter from one angle but can see it from another angle. I also can replace the flame / dynamic lighting with some fix lights but it won't look as nice.
4. Just a thought, have you thought of redoing the layout some? A different of the map, like this, is a good chance to mix things up if you think it won't hurt game play.
Well, no, I didn't think of changing anything (layout speaking) since I want the same gameplay in both version (day & night).
Over all, you have done a great job with the night time version. As it stands now, it seems like the frame rates are just too low for me (against 6 bots) to make the game consistently enjoyable compared to the daytime version.
I know you like to optimize your maps and it's hard to know what to suggest to further help in this department. Anyways, good luck polishing it up.
Since we maps for ourselves first, the FPS drop doesn't impact my gameplay on my rig. I already made a lot of optimizations as you already read in one of my previous post.
Edit: While looking at the map in the editor, I remembered something else...
5. You might want to set the torch and torch holders to not block players, since they are relatively small.
I already thought & test that. I remove collisions on torches but I left collisions 'on' on the torches holder because I found them a bit to big to not to let them with there collisions active. Beside, the torche holder collision model is rather simple so the geometry isn't that demanding to render. If you double jump, you can pass trought them & it doesn't feel right in my matches. I also add a physic volume on each one of them so if the player want to stand on the torche holder for some time & will get 5 damage points. It may sound odd but some players like to try to stand on anything possible (like our international flying monkey here...) & will post that they aren't able to stand there & that getting no damage while standing on a flame is ridiculous or can be see as not polished or well thought.
Also, while reading the thread, I have a couple thoughts about optimizing...
1. There might be a few more areas of the terrain you can erase. Try toggling wireframe on and that should give you a better idea if the player will ever see it.
I'll recheck for the night version but I doubt that I would be able to hide any remaining part of the terrain because it as been already done on the day version.
2. I know you are going for visual quality, but a light map resolution of 2 on a BSP is really high (ironically enough given it's value of "2"). I have a 9800 GT 512MB video card, which can handle most of the retail DM maps with no noticeable problem. If you want shadows that are that detailed, it's going to cost.
Yep, it cost file size, but even with crispier shadows, the file is only ±5 MB bigger including better LM meshes which I don't see that as a problem.
Note that the day version is using the same BSP LM values but on other surfaces since the lights aren't casting the same surfaces. I already change some surfaces from 4 to 32 that doesn't need crisp shadows & set others surface the other way around to gain crispier shadows on the surfaces that needed. Only surface that LM as been raised to 2 or 4 that as been forgotten in the day version is on the BIio ceiling. What I try to explain it that surfaces that crispier shadows aren't needed are set to 32 & when needed to 8-4-2 or 1.
3. I am sure you are aware of this, but with the rocks/cliffs, using the meshes that don't have a "backside" to them might help some, but also limit the shapes you can use.
Like I said above, I didn't change the meshes already in place. But when I place them in the day version, I already check the one that was the most suitable (size / polycount) for this or that spot. I mean that I prefer to use a big mesh that as 3000 triangles that I'll use 4 times (12000 triangle total) than using smaller / less complex meshes that use 1000 triangles but I'll have to use 20 of them (20000 tirangles) to obtain the shape I want. That is why the meshes (clif rocks) use outside the play area are mostly the same mesh & the smaller one are the same as the play area with a different material. I'll recheck the cliff meshes to see if I can found the same without the backside / underneath face but by memory I didn't saw them.
4. When it comes to it, I think all of the emitters might also have a noticeable effect too, but that will also change the look of the map.
Indeed, as excplained above.
Granted all maps don't have to be playable on all machines and since the daytime version runs well, you might as well make this one pretty.
I'll try to cull some stuff around & also look for the rock meshes (at the horizon) with half the faces.
In all, I'm happy you like the visuals. I thought that FPS would be an issue for some & I'll try to optimize a bit more. I'll make sure to mention that this version is visually oriented when I'll publish it next week.
THX for checking it out
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A lot has been said and I will try not to repeat...
I really, really like how it looks, Visuals are superb! I haven't seen such a welcome change in visuals from night to day since VCTF-HangingGardens. Once again, well done.
The layout could have been changed at least a little. It seems to old, not fresh enough. On the other side of the fence, it could be thought of as a good thing keeping true to the layout. I'm neutral on that.
Once again I will say that the visuals are fantastic. Unfortunately, though, those visuals come at a cost of extremely, extremely, I can not stress how extremely, extremely low the frame rates are. I understand I have the worst rig of us all so needless to say I had bad fps during my matches, but come on! I couldn't get above 10fps unless I looked directly at the floor. I got those bad framerates with everything set to high or medium, with bloom and high quality shadows turned off at 720p. When I lowered the res to 480x640 and turned everything to low I had a decent 30fps average. I'm sorry I'm coming down so hard on you but this is a problem for anything but the highest end rigs. Perhaps you could have one version with lets say 16 lightmap resolution for bsp, and one that is normal. This way everyone could have a playable version? Or maybe you could replace the far away rocks and stuff with flat bsp with a picture of a mountain? no-one will know the difference. Ode seems to have some good ideas so I would go with what he has been saying.
Once again, I'm sorry for coming down so hard on ya about the frame rates. This really is a fantastic map, but that just needs to be fixed.
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Look like everybody love the visuals which make me very happy.
Still... it seem FPS is the prob here & it is cause by 2 things :
- Lot's of emitters - Lot's of dynamic lights
Just to be clear, speaking at large, you won't gain more FPS by only replacing mesh with less faces or by changing BSP LM because this won't impact FPS at a noticeable level (it will, but slightly). I know that from Nano when I play with all those parameters (meshes + BSP LM).
Keep in mind that I'm also working on a 1.1 day version & I'm incorporing some stuff of the night version & FPS is the same as the "old" day version so it prove to you that BSP LM & few more meshes don't impact FPS but increase file size when baking.
Bottom line, this is what I'm gonna do :
I'll make 2 NE versions
NE = This version that include flame & smoke emitters with dymamic lights (flickering). NE FPS = Same version BUT without emitters with standard lights (no flickering).
That way everybody will be satisfied...
Be warned, the FPS version won't look as good with static assets. I'll leave only ±4 emitters for all the map.
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srry bro i m off betatesting theses days....22baby goats in the legs...and the cheeses are back in buisness soon....will try to give it a go for the fun this week though :p.....looks very good from picts
Honnêtement, quand j'ai refais l'éclairage au grand complet, j'ai fortement pensé à toi puis à Thrallala. Je sais que tu n'aimes pas les lanternes dans la version de jour puis que des torches seraient cool & adéquate puis que tu aimerais voir ça en plus qu'avec un environnement de soir, cela cré vraiment une athmosphere au poil avec de jolis contrastes
Sur ta machine, les FPS devrait être pas si mal & j'espère que tu vas aimer car toi & Thrallala sont les 2 gars que j'ai gardé à l'esprit tout au long du dev de cette version de soir
Prends ton temps, après tout, je vais être retardé par la version "castrée" de soir
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i wasnt abble to resist to give it a go and it was a good idea ;) i like all u have done except:
-the flames moove is really too speed for a wood fire (thoses flames are as speed as an hydrocarbure fire and are dancing too much for torches imo
-the fire in the stone "pipe" emit too much smoke
-the fire noise is too "oppressive"and it can help the fun aspect to tone it down a little
-the grass looks too green & lighty again 'lol as u ve endarked the map the color is more flashy....(the color of the "flat foliage is more dark and is exactly the kind of coloration i was expecting for grass in such a place...looks like the grass is fluorescent depending from where u watch it
for the rest it s trully an asskick and some color reflexions on the walls are superb (ex: i was standing 10 minutes before the two 25pts health packs close to each other on the upper level ,the reflection of their light on the wall give a superb mix blue /brown to the bricks
good job mate and srry i havent read in detail all otha comments... so srry if i mentionned something that was mentionned previously :p
-- Edited by Bl!tz on Tuesday 9th of February 2010 02:12:20 AM
i wasnt abble to resist to give it a go and it was a good idea ;) i like all u have done except:
Cool
-the flames moove is really too speed for a wood fire (thoses flames are as speed as an hydrocarbure fire and are dancing too much for torches imo
Which one, the big ones or the small ones TBH, I like them that way but I'll see if I can come up with a better result. Still I promise nothing.
-the fire in the stone "pipe" emit too much smoke
Which one again, the one near the vest or the one near the Stinger
-the fire noise is too "oppressive"and it can help the fun aspect to tone it down a little
Are you referring to all fire or only the big one. It's odd because your sound settings is higher than mine & I don't think it's to loud at all while playing
-the grass looks too green & lighty again 'lol as u ve endarked the map the color is more flashy....(the color of the "flat foliage is more dark and is exactly the kind of coloration i was expecting for grass in such a place...looks like the grass is fluorescent depending from where u watch it
Mmm... I already reduce the grass brightness by 40%, more than that it look transparent................. look like grass "on a diet" lol The foliage on the upper level as been enhance a bit but the color didn't change. I doubt that I can enhance the grass color because I already mess around with that & it was the best I could obtain.
for the rest it s trully an asskick and some color reflexions on the walls are superb (ex: i was standing 10 minutes before the two 25pts health packs close to each other on the upper level ,the reflection of their light on the wall give a superb mix blue /brown to the bricks
good job mate and srry i havent read in detail all otha comments... so srry if i mentionned something that was mentionned previously :p
But what about your FPS
Happy you like the visuals couzin
THX for checking it
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srry i did a quick run without shots and without fraps....will give it a more serious go this week ;) for the fire sound it s just that i had the feeling to hear it from one side to the other for the rest it s just extracomments about personnal feelings ;and perhaps others dont have the same :p
- Reset all fire sounds - Tweak pp settings for outside the map - Reduce grass brightness by 10% - Cull a bit more of meshes, but it's so small that it won't matter anyway
I reinstall my Radeon 4870 over my GF9800 GT & just by loading the map & placing myself at the same previous spot, without doing nothing, I gain 10 FPS
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......nope......i still in luv with my PC!..........you steve!...hm....rig breaker!! :p
more seriously imo u use something like dof or pp somewhere; same symptoms here like too much pp on my pc....or perhaps the dynamic lights but i have a doubt and visually u use something that makes all "blurry" in a too strong way; all the maps with thoses kinds of effects are pure pc killers (Mick will probably tell that it kills only AMD cpus and Zergling that it s because of the too old 9800gtx+)...
last thing that "blur" dont make justice to ur accurate meshing....personnal feeling again ;)
i forgot to add yesterday that the light sources transformation from lanterns to torches gives a lot to the athmo of the map
...et pour la fumée serieusement...mate le feu dans la tourelle en pierre on dirait que quelqun vient de vider sa brouette de gazon vert dessus tellement ca fume....ou un pneu? rofl^^ ...sinon ca en jete le feu et la pierre ....bon boulot ;)
Sur les torches les flammes sont trop vives et "dansent " comme un feu d essence ; le feu de bois est plus docile dans la RL et le rayon de son mouvement moins large...tes flammes dansent exactement comme le feu terminal d un puit de petrole :large rayon et vivacité
-- Edited by Bl!tz on Tuesday 9th of February 2010 04:27:11 PM
Well, I don't know what you may found to blurry because the amount of bloom / dof is very, very, very low bro.
I don't like strong bloom / dof effects myself so there is no way my maps could suffer from that. The max amount of DOF at a long distance is set to 0.25 max wich is 1.0 by default & also bloom is set to 0.1 instead of 1 or 2 by default.
Turn on / off the scene effect in the editor & you will see by yourself that bloom / dof are very thin.
I'll see what I can do about the flame emitters, I understand whay you mean but I doubt it could be any better with my current knowledge.
THX
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Apparently, I keep on forgetting to subscribe to threads, so I never get emails.
Regarding your response to my feedback...
1. As for changing the layout, I should have said "change the item/weapon" placement. Just to give it a slightly different game play, with out changing it's base (BSP and static meshes).
2. The problem I had with the darkness when you go outside of the building is that it doesn't take into account the lighting from the moon. So the background mountains become almost pitch black, like the moon isn't up in the sky anymore.
I think my FPS issue must be with the emitters and dynamic lights. a 600,000 polycount is a big difference, but I guess beauty costs something!
As long as you inform people it's a demanding map, then they can't complain it doesn't run well.
I use GIMP to touch up my pics and such. It's not a simple program, but you can probably learn how to do the basics, fairly quick. I couldn't tell you if it does a good job though.
If BF 2: Bad Company is a solid game, I may have to upgrade my video card, then I could enjoy this map more. Until then, keep up the great work.
Well, I don't want to change pickups around because it won't have the same gameplay after. I feel that everything is well balanced at the moment & the night version as the Bezerk instead of the Udamage.
Maybe you have some suggestions to make
I tweak the pp effects outside the map so it's less pitch black now. I mean you see the surrounding a bit like you can still see the stars in the sky & bright stuff.
I also change some other visuals things like the grass brightness, all flame emitters velocity, all fire sounds volume, etc.
It's now better so that is why I'm messing around with the preview screen because unless LP, Thrallala & Seb suggest something important, the version I play is the final.
THX for posting back my friend
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Ffs steve will ya just get on with the bloody thing! :)
lol...nice to see you tipper...what about a custom title like "ass moover"; "accelerator" or "Root Booster"...haha ;)
@steve: what a nice "updates" listing....cant wait to see all thoses little changes
for the fps improovment just an idea: did u try to reduce the number of "torches" and to to enlarge their radius (to keep light everywhere)? i say that because i tryed it again and i have notice that "more you have torches=more ****ty is the fps" as the map is open imo they are too much dynamic light sources in some places....did u try to apply some "basic rules" like "never more than 3 light source on same view" or u builded it with no limitations nowhere? (except on the triangles haha i saw u are watching em with accuracy....i m total noob in that kind of stuff and i m gonna ask you soon a lesson on tri...if u have some minutes of course;it seem interressant)
There are indeed some guide lines I'm following which is mostly what you suggest.
I mess around with light radius this week. Bottom line, the bigger the radius, the more surfaces are affected, FPS will drop more & more & more.
Most of lights radius where set to 384. The amount of dynamic light is around 49 all across the map. With that huge amount of dynamic lights, since it's a lot that is why I decide to make there radius larger than normal because I didn't want to add more to lighted all the scene accurently. You mention in one of your previous post that lights radius where to high, well, it was on purpose because I would be in the obligation to add more of them to cover more surfaces. You can think of how badly FPS would be if I add 10-15 of them...
After many hours of tweaking, I reduce the light radius to 256 instead of 384 in about 90% of all torches. But I leave some at 384 for balance / performances reasons so I don't need to add other lights nearby to compensate the missing light.
Fire / smoke emitters are also less mmm….."on speed" since I tweak them & also because I reduce 50% of all my coordonates in the 6 lights matinee so AI need to calculate less but in the other hand the lights flicker less. The light flickering is softer now & more like you mention in your previous post. It's normal the more you see emitters the more FPS will drop. Emitter generate dynamic polys, no wonder why there is 600 000 more polys to render than the day version. It's the fact that I can't cull them since the map is wide open that make the FPS so low but in more closed environement, it would impact much less.
Indeed, when I watch the scene, I try not to overload the scene with this or that. But in the other hand, I must light the map in a believable way to make it look nice. If you compare the amount of lanterns in the day version versus the amount of torches in this version, you will see that there is less torches than lanterns. So indeed, all of those aspects as been taken into account. Those are indeed basics rules I follow for all my maps. I also use the "stat engine" command very very often when I start to add deco to the map & try not to render more than 700-800 000 triangles at the same time while watching in all direction. Stock maps are around 300-500 000 triangles & use much less detailed materials so it help a lot in the FPS department.
I was also able to erase some small part of the terrain, so file size is 1 MB smaller. It's no big deal but better than nothing.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Of course. Granted the forums are slow, but they still have the biggest user base. So when people go to check for new maps, they should always check there.