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Author Topic: Ge_Bunker_Nw  (Read 121659 times)

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terps4life90

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Re: Ge_Bunker_Nw
« Reply #135 on: December 12, 2012, 09:11:51 pm »

First glimpse of the control room.



Should of looked like this in the goldeneye source version -_____-!
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namajnaG

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Re: Ge_Bunker_Nw
« Reply #136 on: December 12, 2012, 09:29:03 pm »

Should of looked like this in the goldeneye source version -_____-!

The official Bunker (Not classic) isn't even released yet...

major

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Re: Ge_Bunker_Nw
« Reply #137 on: December 12, 2012, 11:43:41 pm »

Looking good Frexx, good to see you back in the saddle.

Official Bunker won't disappointing. Sad it missed the v4.2 release barely.
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FReXx

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Re: Ge_Bunker_Nw
« Reply #138 on: December 20, 2012, 07:12:17 pm »

Unfortunately, I cannot get this dynamic shadow on the floor because when you explode the monitors the game lag!
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kraid

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Re: Ge_Bunker_Nw
« Reply #139 on: December 21, 2012, 04:02:42 pm »

What do you mean by dynamic shadow?
The blue light stuff?
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FReXx

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Re: Ge_Bunker_Nw
« Reply #140 on: December 21, 2012, 04:04:32 pm »

What do you mean by dynamic shadow?
The blue light stuff?
Yeah.
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FReXx

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Re: Ge_Bunker_Nw
« Reply #141 on: December 21, 2012, 04:33:22 pm »

When i set the Lightmap Scale to 1 on some brush...

Without explosion (183 FPS):


With explosion: (13 FPS)


I have a Core 2 Quad Q8300 2.5Ghz and a Radeon HD 6870 1 Gddr5 with 8 Gb DRR2 800

BIG THANKS TO IMAGESHACK.US FOR REMOVED ALL PICTURES!
« Last Edit: April 21, 2016, 10:53:08 am by FReXx »
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Rick Astley

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Re: Ge_Bunker_Nw
« Reply #142 on: December 22, 2012, 07:55:29 am »

First glimpse of the control room.



man it looks awesome :) i love the purple lights- it brings a vibrantness to the room
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namajnaG

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Re: Ge_Bunker_Nw
« Reply #143 on: December 22, 2012, 10:39:58 am »

I don't think a lightmap of 1 is a good idea, It most likely will kill performance for many users and boost the map's file size.
This performance drop is probably due to the lack of optimization in Source, Not your PC, I could be wrong though.
Try 4/8, You shouldn't lose too much quality in visuals and you'll definitely get a boost in performance.
I once did a few tests and a lightmap of 1 absolutely killed my performance, Whilst 4 ran smoothly.

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Re: Ge_Bunker_Nw
« Reply #144 on: December 22, 2012, 02:41:05 pm »

The 13 FPS is courtesy of Valve's complete shit implementation of Dynamic lighting.
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Re: Ge_Bunker_Nw
« Reply #145 on: December 22, 2012, 07:23:34 pm »

I don't think a lightmap of 1 is a good idea, It most likely will kill performance for many users and boost the map's file size.
This performance drop is probably due to the lack of optimization in Source, Not your PC, I could be wrong though.
Try 4/8, You shouldn't lose too much quality in visuals and you'll definitely get a boost in performance.
I once did a few tests and a lightmap of 1 absolutely killed my performance, Whilst 4 ran smoothly.

Indeed there is much less lag to 4. Thank you. In addition, the result is not too bad.

The 13 FPS is courtesy of Valve's complete shit implementation of Dynamic lighting.

It's so true  >:(

So...

Here's a little preview of the work accomplished on Hammer.



Sorry but I do not want to show the result in-game at the moment.

BIG THANKS TO IMAGESHACK.US FOR REMOVED ALL PICTURES!
« Last Edit: April 21, 2016, 10:53:24 am by FReXx »
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kraid

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Re: Ge_Bunker_Nw
« Reply #146 on: December 24, 2012, 08:19:41 am »

I've encountered the same issue when i had the lightmap scale on 2 in the prison cell area in my bunker.
Surely nice shadows but unplayable if there are dynamic lights.
I used a value of 4 then on a few surfaces and 8 for the most parts there which gave an visually aceptable result while remainig playable.

You could try env_projectedtexture, not sure if this will be better performance wise though.
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Re: Ge_Bunker_Nw
« Reply #147 on: December 25, 2012, 01:25:24 am »

I've encountered the same issue when i had the lightmap scale on 2 in the prison cell area in my bunker.
Surely nice shadows but unplayable if there are dynamic lights.
I used a value of 4 then on a few surfaces and 8 for the most parts there which gave an visually aceptable result while remainig playable.

You could try env_projectedtexture, not sure if this will be better performance wise though.

It is playable but when there is an explosion on Goldeneye that create a orange dynamic light.

So dynamic light in a dynamic shadow is too much for source engine.
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Re: Ge_Bunker_Nw
« Reply #148 on: December 25, 2012, 04:53:15 am »

« Last Edit: April 21, 2016, 10:54:08 am by FReXx »
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major

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Re: Ge_Bunker_Nw
« Reply #149 on: December 25, 2012, 07:25:59 am »

Very nice, extremely impressed. Looks fantastic. Love the little touches. Keep up the work!
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