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Re: A little age in developement

Posted: Sun Dec 02, 2012 1:05 pm
by janaba
Faints and falls off ... :geek: ... Yes, as Chacal expressed it so very well, this has become
a very impressive whole world by now ... Thanks, for keeping us updated and inspired, dendwaler ... :P

Again and again I wonder, when I see age builders like you, seemingly easily putting together something
stunningly awesome and beautiful like your 'little (growing) world', and you're doing this all by yourself in
a few weeks or months, and there are groups of people and even companies like Cyan Worlds etc. who
don't seem to get 'anything' near sth new and beautiful and just intriguing like this together in years,
while those even had the chance to sell their products after release (companies of course have to sell them) ...

No, instead they're jazzing up their old stuff again and again, and I'm wishing them the best of luck with everything,
but I'm asking myself, where is their so highly praised creativity and ingenuity? ... And I don't want to hang this all
onto Cyan lol, what about other smaller or larger game companies ... 'The Five Cores' e.g. is another example for
an awesome world created by a very small team of non professionals I believe, with that I mean they were learning
by doing it, and they did it very well and sold it for 6.99$ each, if I remember correctly ...

Yeah, however, that's what comes to my mind when I see such awesomeness like this here unfolding by just a single
person or when looking through our large fan ages gallery ... Yeah, thanks again and keep it up and coming, dendwaler ... :)

Re: A little age in developement

Posted: Sun Dec 02, 2012 3:23 pm
by Chuckles58
Clap, Clap Clap!!!

Being a big fan of the Hawaiian Islands, I am especially fond of your Birds of Paradise. Nice variety of beautiful flowering plants. Good thing you provided many pots/planters for them.

Nice revision to the floor. This area is plenty busy, so a simpler tile floor works well.

Maybe when (actually if) I ever get going on my signature age, Tehtahtook, I'll see if you can help me to model some Plumeria trees. They're my wife's favorite Hawaiian flowering tree.

Re: A little age in developement

Posted: Sun Dec 02, 2012 3:38 pm
by Wamduskasapa
Image
I Like This Snake wants more

Re: A little age in developement

Posted: Sun Dec 02, 2012 8:19 pm
by Karkadann
WOW......outrageous
Im still green with envy,
But it look great,

Re: A little age in developement

Posted: Mon Dec 03, 2012 11:59 am
by dendwaler
Come on Karkadann,
please turn back to a healthy color!

There is nothing to be envied, on the contrary.

I am running into serious trouble.
Why?
Well, what you al have seen are the good parts,
There is still a lot to do.
It has to be good from any view, on any place.
The outside is not finished yet.
The age is boring without puzzles.
The scripting has to been done.
the shadows are not there yet.

From my experience , I estimate only 25 % of the work is done until now.

and yet,...... lag is already coming!
No , i did not notice it yet.
My friend Pojibonzai who has full access to the files and has a different system , can't run it any longer.
That means i have to fall back now and make visregions.
I hope this will be succesfull, but i don't know it for sure.
Its very difficult to split certain parts to regions.
It might be, i have to forget about walking around everywhere.
On top of the roof is not any visual blocker, that is really a problem.

I have to find a workaround for that.
It might be i have to make a wall with doors halfway, etc, etc,
Maybe i have to decimate the number of flowers

and so on, and on.

Re: A little age in developement

Posted: Mon Dec 03, 2012 4:08 pm
by janaba
Cool, dendwaler, I absolutely agree with you in asking Karkadann to keep a more healthy and balanced
self-confidence lol ... What you've been creating for us is so beautiful as well, Karkadann, and I'm so glad
that you've changed your signature to such a wise and wonderful one btw ... :D

So, what you're saying, dendwaler is that we shouldn't expect to explore this astounding world anytime soon ...
Of course, you've laid out and presented us and yourself with the basic design and your inner vision which is
inspiring for us as for yourself to have a glimpse of the desired and final outcome ...

In no way do we want you to feel under the slightest pressure through our excitement ... Most of us know or
like me at least can imagine that the real work is just about to begin for you with all the texturing and applying
the realistic shadowing/lighting effects and puzzles and all the adjustments and the real tedious and painstaking
tasks and challenges ahead of you ...

Take your time, dear dendwaler, thank you and don't forget to enjoy this beautiful and magical Holiday Season ... :)

Re: A little age in developement

Posted: Tue Dec 04, 2012 11:25 am
by Sirius
The Age is getting better and better !


It reminds me I've never seen any Blender-made Age using SpaceTrees... (and this includes big ages like TurtleIsle).
This thing puts each geometry object into a box, then places these boxes into bigger boxes, then into bigger boxes, etc...
This could really speed up the rendering, since from what I've learned Plasma can calculate the bounding boxes seen, and therefore skip passing lots of vertices to the graphic card (and this one wouldn't have to apply all the transformation matrices, or do the razterisation stuff...)
In short only objects in your field of vision would be rendered.


Is it an optional setting ? Or is PyPRP unable to generate such space trees ?

Re: A little age in developement

Posted: Tue Dec 04, 2012 11:34 am
by Tsar Hoikas
PyPRP can't generate those, but libHSPlasma can, if you really feel like going that route.

Though, to be honest, if your computer is from the last 5 years or so, space trees will likely not help (or will make worse) the performance. Modern graphics cards can take the punishment. PotS is really, really inefficient with its colliders. It is imperative that all unnecessary triangle mesh colliders be eliminated and all shadow casters be removed, if at all possible. There is also a vertex efficiency fix for PyPRP1 floating out there somewhere that is useful (this will be part of PyPRP 1.6.1).

Re: A little age in developement

Posted: Tue Dec 04, 2012 12:35 pm
by dendwaler
At this moment there are no triangle mesh colliders used in objects.
I can walk through everything and have only a few planes as collider to walk on.

I have the vertex efficiency fix for PyPRP1 invoked by hand way back when i optimized turtle isle.
If i remember well the original .py doubled the vertexes on material splits.
In Blender you have to remove the doubles as well , after splitting and joining an object in order to get multiple materials on 1 object.
There are no shadow buffers in the age, everything is shadeless.
All lightning is the result of vertex painting, in some places combined with normals baked to grey values.
May be the last is not as it should be , but believe me, it looks better.

I started with visregions, the problem is that i cannot split the outside " open" part of the temple into 2 or more visregions, without " popping up effects" when walking .
like it is in lotro on low graphics setting intended for an old videocard.

My videocard is an Ati Radeon 4800 on a 2,40 gigahertz Intel Core2 Quad, not bad , but not the newest either.
I don't have lag at all until now ., but there is on older systems and on laptops.
I have good hope that i can solve that in the coming week.
I stop with adding objects within this " crowdy" region.

and start with trying to make some shadows etc.

Re: A little age in developement

Posted: Tue Dec 04, 2012 3:24 pm
by Karkadann
Its a healthy shade of green, any way didn't they have some similar issues building D'ni cuz if they did it might be a good idea to poke around in the City to see how they did things, assuming you have an age importer