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Post by Kieron on Jul 18, 2009 4:27:34 GMT -5
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Post by Pharynn on Jul 18, 2009 8:41:56 GMT -5
Oh yeah, I can slay some serious orcness in there, and grab some flowers on my way home for the Mrs. ;D
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Post by nicethugbert on Jul 18, 2009 9:31:48 GMT -5
Looks good but will the trees slow the area down?
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Post by Kieron on Jul 18, 2009 10:11:07 GMT -5
Looks good but will the trees slow the area down? Trees are objects created with the SpeedTree technology. They are designed specifically for high speed processing of natural looking trees and can be used in relatively great numbers without significant processor load. Though the number of trees can be relatively great, the number of unique trees should be controlled. The engine spends a fair amount of time calculating each unique tree, so limiting the number is a good idea to keep the map running smoothly. Please note the same tree with two different seed values is considered two unique trees. However, tree scaling is not considered a unique tree - therefore using the same tree/seed value with different scales is an easy way to add variety; which I do, often. Trees rarely make an area slow if you know how to build them. Plus, it's a small area, so it's already geared for smooth runnings. Only playtesting will tell. Does LE run slower to you, now? It seems the same to me, personally; but my machine is a bit above average, so I would not notice. If you guys are experiencing performance issues, I can dial some things down, but it wold be rare that a few less trees are going to help that cause.. This area is not complete. I'll post a few more shots when I am finished.
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Post by nicethugbert on Jul 18, 2009 11:09:54 GMT -5
NEAT!
No, the new LE does not appear slower to me than the old LE.
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Post by siegelayer on Jul 18, 2009 14:10:13 GMT -5
Beautiful!
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Post by mammothtruk on Jul 18, 2009 15:00:28 GMT -5
hope the walkmesh is better this time around
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Post by Kieron on Jul 18, 2009 15:11:19 GMT -5
hope the walkmesh is better this time around Taking particular care with that.
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Post by ghostguest2a on Jul 18, 2009 15:50:10 GMT -5
Hehhh,.. being an Old Army dog,.. I could'nt help but noticeing that the original would be more appropiate. No half-competant comander of a fortified position would allow tall grass or rocks, let alone trees, so close to the ramparts of a fortification. granted we are talking Orcs here, but as i understand the back story, this place was overun by the Orcs. So it's original builders, designers and maintainers would of been Humans, Elves or Dwarves who would have known better. Then again, maybe thats why it got overun in the first place. The orcs snuck through the trees, massed up and made a fast sneak overwhelming attack. Hmm could be a quest line in there somewhere. Maybe find the original Post Cpmmander and bring him back,... to stand trial for incompetancecy!!!!
Any who, it looks realy nice.
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Post by Kieron on Jul 18, 2009 15:58:24 GMT -5
Understandable. That's all true to an extent. That is to say, about how it should look from an army standpoint. I was under the impression, however, that is has been overrun by orcs for some time, which is why the Middle Outpost is in ruins, and is more of a "village" Outpost of sorts.
I would figure the Lower Outpost should look like it's been overrun for quite some time.
I'd love to add an area in between LO and LE that serves as a guard station of sorts. We'll see. I can take out some trees as well, but let's do this... Let me finish it all up, then we can see what the final product feels like in game. If I need to append, change, or remove, etc., anything that doesn't feel right for most of the players, I can.
I'll have some more screens in a little bit.
-K
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Post by ghostguest2a on Jul 18, 2009 16:06:16 GMT -5
Hehehehhe.. as I stated at the start...I was veiwing it from a purely, and to me a natural instictive, military veiw. And that also why I ended the post with "Any who, it looks realy nice." because i realize the purely military perspective aint what we are after here. So, like i said before, it looks realy nice.
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Post by Beldar on Jul 18, 2009 16:33:46 GMT -5
Looking good! It has definitely been overrun with orcs for some time. I have been killing orcs there for months and they just keep coming back .
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Post by Loudent2 on Jul 18, 2009 17:02:54 GMT -5
while it's true, from a technical standpoint, that it has been overrun "forever". In the story line, such as we have it was supposed to be relatively recent (days, weeks, perhaps a month or two)
Actually, the original intention of the area was to literally have it be overrun. The system is set-up to spawn either orcs (marauders) or humans (defenders).
Whenever a "warlord" (whether defenders or marauders) was killed the rest would run, despawn and the opposing faction would run in.
However, I never found a call for having the defenders in there.
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Post by nicethugbert on Jul 18, 2009 17:07:31 GMT -5
And with all those hills surrounding it, it's a death trap.
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Post by Kieron on Jul 18, 2009 17:38:18 GMT -5
Ok, well I am just about done. I removed some trees from the entrance areas, but as an Outpost, it sure makes sense to me the way it looks now. I hope you guys agree once you experience it in game. Here's some final product screens. Overview Shot Inside the Outpost Shot Another sort of overview shot. Here's a shot of the path you can take to bypass the Outpost. Path is on the left, and is more of an actual mountain path. It is boardered by some grass, trees, and rock faces. Keep in mind gang, I haven't changed the overall shape, layout, or general terrain of the area too much. It originally looked like a little Mountain Pass Outpost in a valley where the road went through to the next zone. I haven't altered that overall idea, just made it look real. (Hopefully.)
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