[Amnesia] Screenshot criticism thread - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +--- Thread: [Amnesia] Screenshot criticism thread (/thread-11760.html) Pages:
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
|
RE: Screenshot criticism thread - CarnivorousJelly - 08-08-2013 (08-07-2013, 12:06 PM)Rapture Wrote: @Kianda - You said you put down shrubs, but I will just repeat it again anyways. I would take bushes and spread them around, in patterns... (Make them at the same height of the grass or taller for some of the bushes.)That worked like a charm! Thank you c: RE: Screenshot criticism thread - JonnyAnomaly - 08-12-2013 Another map, the other side of this shack I posted http://postimg.org/image/s6tc966ir/full/ RE: Screenshot criticism thread - Kman - 08-12-2013 adding more particles to that could really help a lot i think since right now the air seems very sterile and isn't very interesting, just a few fog particles in the air or on the ground or some light dust under that lamp could really add a lot to it the lighting could also use some work since it's almost impossible to see anything that's not directly illuminated by the lamp and ideally you should be able to make out some of the details in the forest (light from the lamp would spread and moonlight and such) other than that everything looks great. oh also you should probably upload to imgur instead because then you can just imbed the picture here so people don't have to click a link to some other site to view RE: Screenshot criticism thread - WALP - 08-12-2013 (08-12-2013, 01:42 AM)JonnyAnomaly Wrote: Another map, the other side of this shack I postedits seems like the type of shack that is put together by some improvised pieces found here and there, and yet they're all that bulky white piece. Maybe add some more variation, even just something as simple as changing the color on some of them can have a huge impact I believe. RE: Screenshot criticism thread - Acies - 08-12-2013 (08-05-2013, 05:30 PM)JonnyAnomaly Wrote: I just did some testing - I made a 4 tri object in Maya, and a 256 tri object, made a new map with just a plane and a box light. First I put down the 4 tri object and duplicated it about 6000 times, which came to 24,000 tris. Fps when looking at it went from solid 135 to 17. Seemed to improve as I got further away from them, even though I still remained looking at them. The editor became ridiculously slow also.I read an article from Nvidia debating the fact that rendering (something around) 600 tris were the same as rendering 10 tris - in 2009 or the alike. There is somehow a minimum tricount thingy from which every object/drawcall is made. Therefore one shouldn't consider the total amount of tris in a map as a performance indicator, rather the amount of objects and their related tri counts (as well as the bazillion other things ). This also means that one shouldn't be too afraid of increasing tricount on objects - as long as it is within reasonable terms. I would say that it is preferred to have an object be 600 tris, rather than 200 ~ because otherwise one would be "wasting" 400 tris. This limit of 600 was believed to be increased today, dependant on computer hardware. If I remember correctly one light = one drawcall (from the FG blog). So the amount of lights also have an impact on performance. Things I've found laggy: - Spotlights ~ several, overlapping etc. - Particle systems with lots of spawns containing refraction (08-08-2013, 08:15 AM)The Mug Wrote: As far as I understand you only want your objects seperated for culling purposes(when it comes to performance in HPL2). If you won't be able to go out and explore much, but just be in that courtyard then you should be able to gain quite a lot of performance by combining some of them.I think it's dependant on how much screen-size an object takes. Best would be if someone manually created mip-maps for a texture and looked at something from different distances. For example mip1= blue, mip2 = green, mip3= yellow etc. Other than this rant; Good work on your map and stuffs JonnyAnomaly - best of luck! RE: Screenshot criticism thread - Zokrar - 08-13-2013 Any chance these remind anyone even just a little bit of Fable? (And I know they're very green. ) Spoiler below!
RE: Screenshot criticism thread - Artyom - 08-14-2013 (08-13-2013, 09:35 PM)Zokrar Wrote: Any chance these remind anyone even just a little bit of Fable? (And I know they're very green. ) It's very difficult to see any fableish theme in this picture, mainly due to the huge difference of the engines. I mean HPL2 has a kinda choppy flat look compared to the smooth cartoonish graphics that Fable has. Anyways add some hills, maybe a waterwheel or some rocks etc etc, also brighten up the level a lot and mixture with the fog/lighting and you may end up with something fableish RE: Screenshot criticism thread - Zokrar - 08-14-2013 It's not meant to be a professional map by any means whatsoever. I know it looks pretty ridiculous, but it reminded me of fable for whatever reason. Was just curious if it did for anyone else RE: Screenshot criticism thread - Artyom - 08-14-2013 (08-14-2013, 12:59 AM)Zokrar Wrote: It's not meant to be a professional map by any means whatsoever. I know it looks pretty ridiculous, but it reminded me of fable for whatever reason. Was just curious if it did for anyone else No worries everyone need to start somewhere RE: Screenshot criticism thread - i3670 - 08-14-2013 Trying to create a sunny day effect with some billboards. Any tips? Got some out already. Spoiler below!
|