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Very Hot Topic (More than 25 Replies) Some words about 227 (and static meshes) (Read 7842 times)
Smirftsch
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Re: Some words about 227 (and static meshes)
Reply #30 - Aug 26th, 2013 at 2:51pm
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you are saying this as if it would be impossible to light up static meshes, which is luckily not the case. Of course they behave like meshes and not bsp, but still can be done Smiley
  

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Kajgue
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Re: Some words about 227 (and static meshes)
Reply #31 - Aug 26th, 2013 at 3:08pm
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I didn't mean rudementary 'angle' lighting like meshes have by default, I mean proper lighting from lightmaps (like geometry has) such as having shadows and lighting correctly drawn on the right areas.
  

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Smirftsch
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Re: Some words about 227 (and static meshes)
Reply #32 - Aug 27th, 2013 at 7:03am
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well, in special cases you can still use a mapprojector with a shadowbitmap texture:

although its painful to make it fit manually.
  

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SteadZ
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Re: Some words about 227 (and static meshes)
Reply #33 - Aug 27th, 2013 at 8:37pm
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That's pretty clever... never knew you could do that Cheesy

On the subject of static meshes, why is it that sometimes when I intersect a brush I've made, then convert to staticmesh, some random triangles become invisible, but this doesn't happen when I add as a brush? Is it to do with it being too high poly or what?
.......
SZ
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Kajgue
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Re: Some words about 227 (and static meshes)
Reply #34 - Aug 28th, 2013 at 7:52am
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I meant lighting ON static meshes, since my maps use complex(ish?) lighting.
  

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Re: Some words about 227 (and static meshes)
Reply #35 - Aug 28th, 2013 at 8:29am
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SteadZ wrote on Aug 27th, 2013 at 8:37pm:
On the subject of static meshes, why is it that sometimes when I intersect a brush I've made, then convert to staticmesh, some random triangles become invisible, but this doesn't happen when I add as a brush? Is it to do with it being too high poly or what?


Try placing it in your map and do a test run. These missing polys usually look fine outside of the editor.
  

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Smirftsch
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Re: Some words about 227 (and static meshes)
Reply #36 - Aug 28th, 2013 at 9:33am
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Kajgue wrote on Aug 28th, 2013 at 7:52am:
I meant lighting ON static meshes, since my maps use complex(ish?) lighting.


What can I say?
You know its limits obviously and it seems I can't find some kind of trick to cover it at the moment Smiley

Sometimes there is just no perfect solution Sad
  

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Re: Some words about 227 (and static meshes)
Reply #37 - Aug 28th, 2013 at 1:34pm
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Having per pixel shadow mapping on mesh surfaces takes some complex shaders to be able to render with a decent framerate. Unfortunately no-one of us are graphics render engineers with knowledge how to write one.

Even Epic weren't able to implement that until Unreal Engine 3.
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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Re: Some words about 227 (and static meshes)
Reply #38 - Nov 3rd, 2013 at 4:27pm
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Off-Topic replies have been moved to this Topic.
  

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Re: Some words about 227 (and static meshes)
Reply #39 - Nov 16th, 2013 at 9:21pm
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I see no point in not using Static Meshes for terrain. They work and look beautifully. Example? Here! Full map, 29 statics, each up to 8k poly and a 1k texture (now I wish I made them 4k), at least twenty SM trees in high poly and about fifty pure plane meshes for long distance trees.




Yea, I'm a show off Cheesy

TheIronKnuckle wrote on Apr 23rd, 2011 at 1:02pm:
I concede that to actually get that smesh, you have to have skills in an external 3d modelling program, and there's effort involved there. But once you get into the actual mapping, you just copy paste and manipulate smeshes over and over again.


I know what you mean. That's why I tend not to reuse static meshes IF they are not trees or lamps... When I do terrain I make static mesh terrain for this particular map only. But that's me.
  

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Re: Some words about 227 (and static meshes)
Reply #40 - Nov 16th, 2013 at 9:26pm
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It looks nice, but the problem everyone is worried about is performance.

It actually looks very nice.
  

You must construct additional pylons.
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Qtit
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Re: Some words about 227 (and static meshes)
Reply #41 - Nov 16th, 2013 at 9:29pm
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Hellkeeper wrote on Nov 16th, 2013 at 9:26pm:
It looks nice, but the problem everyone is worried about is performance.

My PC handles the scene at 80 most of the time. But that's i7. There's always the LOD option which I still haven't used for the terrain.

Oh, and on the side. I made a 65536x65536 terrain in 3 days. Didn't break the ED once. This is why I love Static Meshes. They just WORK the way they should have.
  

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Re: Some words about 227 (and static meshes)
Reply #42 - Nov 17th, 2013 at 4:41am
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Qtit wrote on Nov 16th, 2013 at 9:21pm:
I see no point in not using Static Meshes for terrain. They work and look beautifully. Example? Here! Full map, 29 statics, each up to 8k poly and a 1k texture (now I wish I made them 4k), at least twenty SM trees in high poly and about fifty pure plane meshes for long distance trees.

http://i.imgur.com/6iTCoU8.png http://i.imgur.com/vTIQBpg.png
http://i.imgur.com/GqEbWnl.png http://i.imgur.com/sl2Psex.png

Yea, I'm a show off Cheesy

TheIronKnuckle wrote on Apr 23rd, 2011 at 1:02pm:
I concede that to actually get that smesh, you have to have skills in an external 3d modelling program, and there's effort involved there. But once you get into the actual mapping, you just copy paste and manipulate smeshes over and over again.


I know what you mean. That's why I tend not to reuse static meshes IF they are not trees or lamps... When I do terrain I make static mesh terrain for this particular map only. But that's me.

Qtit, I have to say...

U MAD! (That's a compliment.)
I like it. I like it a lot, very much actually. Cheesy
  
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