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Thread: (SSGX Origins) Let's make a Wipeout game! This time for real!

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  1. #11
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    Apr 2010
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    Quote Originally Posted by feisar rocket View Post
    Xpand, how much power would that take?
    Basically the same that it needed in the versions that you downloaded. I'm using a small amount of polys on this, the thing is that they are well distributed. For example, the parts you don't see while racing, like the back of the buildings, don't exist. And also, I'm keeping the draw calls (number of separate objects) to a minimum, for example, instead of having every tree as a single object, I join several of them in one single object.

    GARGH!!
    I accidentally deleted the file I used to make that render... I had to do everything all over again on that section... Luckly I always save several copies of my 3d files, so I just had to add the two buildings and the palm trees there...

    Ok, tried out the light map and some other simulated light effects on unity:
    Attachment 2858
    All this seems to be working perfectly. I can also simulate shadows on the track without the realtime shading. I use a plane with the shape of that track section with a small 128x128 texture with alpha channel, for smooth transition between light and dark...
    Last edited by Xpand; 30th January 2012 at 10:12 PM.

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