OK Spidey, JJ...Needs work... and consumes some serious polys, but it is possible. Need to check it for lag probs..
OK Spidey, JJ...Needs work... and consumes some serious polys, but it is possible. Need to check it for lag probs..
Dang, you are right Charger... I guess I'll trash this idea.Originally posted by Charger
Hmmm...wouldn't it be easer to go over the mountain instead of through it?
Bluetiereign:
Hey man, I think that tunnel through the hill looks nice man, really nice.
HotShotFWP
May a song always touch u in a possitive way.
Well the problem is - that it is actually a hill built as a model with a tunnel put thru it.... I can't get the C4 engine to recognize the needed parts to make a legit tunnel system. Bane may know what needs to be done - if it can be done..
Anyway this creates the problem of a huge poly count - which in turn creates slow loading and lag for some... Aside from this, I'm not really happy so far with the way the geometry is acting on things - its like the collision boxes are there... but they are 'soft'. I'm going to try to extend them a bit beyond the visible structure - to see if that helps when time permits.
learn something new everyday,software, hardware,graphics.
Just started this one... Proportions are to be slightly changed, walls added... Currently, you can't even get the chopper high enough to land on it...lol. Hanger added to give proportion.
Oh that's nice, too! A greek olympic arena type of look. Yeah, from the hanger included in the pic, I can see that's a pretty high structure. I hope you finish sucessfully with these two maps! I'd like to try them out.
Great grapics anyway.
Sincerely, HotShotFWP
May a song always touch u in a possitive way.
hmmm, might look even nicer with some Tuscan or Doric Columns and Capitals - ever think of building a colosseum ? lol
I know I could land on it..,,
But wow a Comancheseum... LOL
Yep Avenger, nothing like flying 3000 feet in the air-you can see forever, LOL.
*CFS* Own the Skies
That structure is long gone... and has been replaced 2 or 3 times with different ideas. I'm considering - and trying ideas to see how well they play - as well as looking at different textures for the buildings.
As far as heavily detailed items - they consume polys - and slow rendering times. A square dent in a box adds 8 poly's - that is per dent, per column - for example. When you already have 60 columns at 8 to 12 (depending on how many sides you keep to render) the counts rise very quickly - and I want to have more than just a building. 'Round' items are not really recognized as 'round' in their collision data. The column idea is one I'm looking into.
I don't want to get too crazy - or leave the basics of C4's mapping - so I'm thinking of letting go of some 'building blocks' - like the high rises and their 3 sections, providing big walls, etc... but getting rid of the loss of texturing on the bottom - so that they render when elevated - as well as some 'Super Structures' already preassembled.
Finding available time to model is my biggest problem...
This was a pleasant surprise.
The C4 Engine - not being as sophisticated as BHD's... I wasn't expecting to get animations to work.
too cool. does someone have a tutorial posted on the steps involved in doing something like this ? I am clueless on what is involved in manufacturing new object definitions or changing them. could you point me somewhere that might help ? Also, what tools do you use ?