Wille on 3/10/2012 at 06:39
Quote Posted by Xorak
There used to be that problem though of having too many brushes/cells intersect with one another. Perhaps that's what Willie meant. For instance, if you made a small room with 100 cylinders in it, you'd get that error. Can't remember the exact error though. (EDIT-the error was 'draw_surface: too many vertices')
I should test to see if it still exists...doesn't seem like it. I made a 60x60x60 room with over 11,500 cells in it, and it optimizes with no problem in 5 seconds. :eek:
I was thinking of something like this:
Inline Image:
http://i48.tinypic.com/s1olef.jpgObject pillars wouldn't effect cell count but what about all those arches if they were made using the new cylinder brushes?
Sensut on 3/10/2012 at 07:38
Quote Posted by Wille
Object pillars wouldn't effect cell count but what about all those arches if they were made using the new cylinder brushes?
I think so many archways would slows down even a Crytek engine :D . Seriously, should be tried.
bikerdude on 3/10/2012 at 12:53
Apologies if this has been asked before, but with regard to the support for .DDS/TGA files does that mean that 1.19 can now support normals and bump mapping?
ZylonBane on 3/10/2012 at 13:21
Quote Posted by Wille
Object pillars wouldn't effect cell count but what about all those arches if they were made using the new cylinder brushes?
It would be insane to not use objects for that. Especially since they'd be well out of the player's reach.
Quote Posted by bikerdude
Apologies if this has been asked before, but with regard to the support for .DDS/TGA files does that mean that 1.19 can now support normals and bump mapping?
No, that doesn't mean that. Why would you think that? DDS and TGA have nothing specifically to do with bump mapping.
Weasel on 3/10/2012 at 16:06
Quote Posted by bikerdude
Apologies if this has been asked before, but with regard to the support for .DDS/TGA files does that mean that 1.19 can now support normals and bump mapping?
There is a "Bump mapping" rendering property that can be added to objects now. I haven't tried it yet, but maybe someone can steal a texture file from the Dark Mod or Thief 3 and try it...
The Watcher on 3/10/2012 at 16:13
That's always been there, it does nothing.
Weasel on 3/10/2012 at 16:27
Quote Posted by The Watcher
That's always been there, it does nothing.
Oh, ok. Never mind, I guess!
nicked on 3/10/2012 at 19:27
There is something in the 1.19 docs about materials and reflectivity though. It went a bit over my head. Anyone care to test it?
Albert on 3/10/2012 at 19:28
Well gee, that'd be nice to have working as a feature. The most bump mapping I get is a graphical glitch due solely to my card being crap. There's a bit of image burn-in that occurs that happens with all my 3D games, and for the NTEX textures it gives the odd illusion of temporary depth. I mean, if you squint real hard. :rolleyes:
ZylonBane on 3/10/2012 at 19:31
Quote Posted by nicked
There is something in the 1.19 docs about materials and reflectivity though. It went a bit over my head. Anyone care to test it?
Not being a DromEd guy, I've been beating my head against the materials doc since this was released. Should hopefully have some simple demos to post soon.
There doesn't appear to be any support for realtime reflections though. It seems the best that can be done is static cube maps. Which is still pretty cool.