Originally posted by CaptainMigraine
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DM-Backspace (V2a - September 3rd 2016)
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Originally posted by M^uL View PostWow that is a comprehensive review Captain. Slightly off topic, you mentioned optimizing for low detail - do you have a link or reference to instructions to do that?Optimizing for low detail mode involves finding extraneous meshes, emitters, decals and setting their detail mode to "high". This forces them to only be viewable on "high" detail mode. This is good for people with lower end CPUs and GPUs as it will reduce poly count and draw calls at the same time. This works well on things like vegetation, rocks, hanging chains, wires, etc. Special care must be taken to avoid creating shadows for pieces that hide on low detail mode. You can easily preview the detail modes in the editor by looking at the scalability settings.
An advanced step would be to add branches in your more complex materials for switching to less complex material nodes. This helped a lot with Lea since I kind of went crazy with my master material.
Lastly, you can combine meshes with same materials to further reduce draw calls. There's an experimental "merge actor" tool that you have to enable from the settings. Warning - it doesn't merge mesh collisions and normals do not merge correctly which will require you to regenerate normals - which can be problematic in some cases. Use with caution.
Oh, and one more for good measure.
Last edited by Neilz0r; 11-23-2015, 03:58 AM.
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Thanks again dude! More feedback the better.
The arches in your last screenshot are actually from Epic, so I'm gonna blame them. I've hidden the seam elsewhere (stinger windows for example) with the metal trims.
I tried a scale of 1.03 but it began to feel a little overscaled. 1.02 is good I think.
Shivaxi: I'm going to lean on the side of making collision as seamless as possible. Running around at a fast pace (sometimes) firing wildly as you do in UT, I appreciate the map not killing me accidentally.
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Wow, awesome feedback from CaptainMigraine
I suggest when you upload a new release, RC2 in this case you also add the release number in your thread title. I didn't know RC2 was available until I've checked your progress. I thought it was still RC1.
I'm eager to play RC2 ! Downloading atmStevie's corner
Maps at my blog : DM-Cruel, DM-Qu0 B2
Maps on Epic : DM-Valas, DM-Thaq, DM-Coda, DM-Chroma FPS, DM-Chroma, DM-Dakylian, DM-Elik, DM-Akar, DM-Aryth, DM-Aly, CTF-Infiltrate, DM-Delta
Links : UE4 links (guide, tut), UE4 resources, Tools and resources
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Originally posted by Stevelois View PostWow, awesome feedback from CaptainMigraine
I suggest when you upload a new release, RC2 in this case you also add the release number in your thread title. I didn't know RC2 was available until I've checked your progress. I thought it was still RC1.
I'm eager to play RC2 ! Downloading atm
WIP Broken floor at stinger:
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Hmm, I was hoping for something a lot cleaner. Looks very messy and not very aesthetically pleasing. This looks like it will produce a lot of other problems. It's cool that you're looking for a different approach tho.
I don't want to be able to fall through the hole. I just want to be able to shoot through it, similar to the windows.
I was hoping you could just put some kind of border with iron bars, or some kind of grate mesh/texture. That would look very clean and intentional.
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Originally posted by CaptainMigraine View PostHmm, I was hoping for something a lot cleaner. Looks very messy and not very aesthetically pleasing. This looks like it will produce a lot of other problems. It's cool that you're looking for a different approach tho.
I don't want to be able to fall through the hole. I just want to be able to shoot through it, similar to the windows.
I was hoping you could just put some kind of border with iron bars, or some kind of grate mesh/texture. That would look very clean and intentional.
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I like it! There's only one possible problem - and that is it would seem very awkward for a person to be able to run around on bars like that in real life. You might want to consider something that is feasible. At one point I had bars like that on Lea and I was advised to change it to a flat grate. Perhaps you can find a middle ground here - for instance: flat square bars that are closer together so that a person in real life could easily walk around on it without falling through.Last edited by Neilz0r; 11-23-2015, 11:59 PM.
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Originally posted by CaptainMigraine View PostI like it! There's only one possible problem - and that is it would seem very awkward for a person to be able to run around on bars like that in real life. You might want to consider something that is feasible. At one point I had bars like that on Lea and I was advised to change it to a flat grate. Perhaps you can find a middle ground here - for instance: flat square bars that are closer together so that a person in real life could easily walk around on it without falling through.
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Originally posted by CaptainMigraine View PostSearching Google "Unreal Engine detail mode" will yield some results.Optimizing for low detail mode involves finding extraneous meshes, emitters, decals and setting their detail mode to "high". This forces them to only be viewable on "high" detail mode. This is good for people with lower end CPUs and GPUs as it will reduce poly count and draw calls at the same time. This works well on things like vegetation, rocks, hanging chains, wires, etc. Special care must be taken to avoid creating shadows for pieces that hide on low detail mode. You can easily preview the detail modes in the editor by looking at the scalability settings.
An advanced step would be to add branches in your more complex materials for switching to less complex material nodes. This helped a lot with Lea since I kind of went crazy with my master material.
Lastly, you can combine meshes with same materials to further reduce draw calls. There's an experimental "merge actor" tool that you have to enable from the settings. Warning - it doesn't merge mesh collisions and normals do not merge correctly which will require you to regenerate normals - which can be problematic in some cases. Use with caution.
Oh, and one more for good measure.
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DM-IronSight-CTF-GreenCause - DM-Blaster - CTF-RavenBreak - Assault Mappack
Download Folders: My maps & Assault Mappack
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Looks beautiful!Win 10
iMac (27-inch, Late 2013)
3.5 GHz Intel Core i7
32 GB 1600 MHz DDR3
NVIDIA GeForce GTX 780M 4096 MB
Maps:
DM-RadioActive (Work In progress) DM-Ethos (WIP) DM-QWERTY (WIP) DM-TwinFalls(WIP)
2k4 DM-MoonGames, DM-Abrenabba, DM-Aphelion, DM-Pyrimid-Of-Gold, DM-UPH-Hexed, Dm-Saint, DM-LethalAdixion, DM-C4-Ariza, Dm-C4-SleepyTomb,
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