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Fun with Caves
Fun with Caves
| Name: | Ben Acord | ![]() |
|---|---|---|
| Date Posted: | Sep 30, 2007 | |
| Rating: | 3.0 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Ben Acord |
Blog post
I've finally got a decent workflow going into TGE that there are more screenies to show. This is the most basic of caves. My goal was to model an entryway, tunnel, and large cavern. This generic cave has 200 brushes and 210 verts. Being so low-poly explains the unnatural look. I slapped some textures on it in Constructor and exported the DIF.
Turns out my ATI drivers were causing the low frame rates (see previous posts); it wasn't an old driver but the new release jumped the fps from 40 to 100 (averages). That's crazy talk.
Entryway in terrain (empty terrain for opening):

Updated entry with column rock (perf hit):

Who goes there? Now go away or I shall taunt you a second time.

Down into the vowels of the earth.

Hey, look! A room with a view. What's up with the dropped face? When you jump through this hole and look back the brush is there. Absolutely mind numbing. However the brush exists in Constructor.

Looking across the cavern from the tunnel.

Updated cavern with column and two stalactites:

In summary; is this generic cave your final idea? Ha. No. There are much more dense caves but this one was quick way to model and test DIF and mission placement. The textures are stand-ins.
I am very pleased with the results (especially performance) and plan on posting the better cave screenies later this week.
Turns out my ATI drivers were causing the low frame rates (see previous posts); it wasn't an old driver but the new release jumped the fps from 40 to 100 (averages). That's crazy talk.
Entryway in terrain (empty terrain for opening):

Updated entry with column rock (perf hit):

Who goes there? Now go away or I shall taunt you a second time.

Down into the vowels of the earth.

Hey, look! A room with a view. What's up with the dropped face? When you jump through this hole and look back the brush is there. Absolutely mind numbing. However the brush exists in Constructor.

Looking across the cavern from the tunnel.

Updated cavern with column and two stalactites:

In summary; is this generic cave your final idea? Ha. No. There are much more dense caves but this one was quick way to model and test DIF and mission placement. The textures are stand-ins.
I am very pleased with the results (especially performance) and plan on posting the better cave screenies later this week.
Recent Blog Posts
| List: | 12/11/07 - Change Logger - Released 11/30/07 - Change Log 11/27/07 - Disaster Recovery - for the Enterprise Indie 10/20/07 - Commanding Entrance 09/30/07 - Fun with Caves 09/03/07 - Cave Update 08/25/07 - DIF Stalagmites Rock 08/24/07 - Brush Based Cliff |
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Submit your own resources!| Maxwell Marsh (Sep 30, 2007 at 03:38 GMT) |
| Ben Acord (Sep 30, 2007 at 03:55 GMT) |
| Stephan (viKKing) Bondier (Sep 30, 2007 at 07:08 GMT) |
Great to see you are still on it. 8-)
About performance: I tested C4 engine demo again yesterday, and yes, adding more RAM (+1Gb, now 1.5 Gb) on my iMac was really needed, the framerate jumped from sluggish to oustanding.
There is certainly some code optimization on their side, but it can not rely only on that. The Mac is in general much more faster (about 3 times).
Which reminds me I should test the TGE demo with the new configuration too...
//END of off topic comments ;-)
| Thijs Sloesen (Sep 30, 2007 at 18:02 GMT) |
| Ben Acord (Sep 30, 2007 at 19:29 GMT) |
I've added two more screenies with some details. Performance suffered in the process. The drawing board is getting a lot of reuse.
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