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Subject: ARTIFICIAL INSANITY
Date: Sun, 13 Apr 2003 19:31:31 +0200
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<P><FONT size=3D4>Outdoor Techniques</FONT><BR>
<P><STRONG>Out Door Techniques</STRONG><BR><BR>Many people want to =
create out=20
door levels, and I have recently posted a few tute's about how to create =
them,=20
but I have not really explained what you should keep in mind when you =
are=20
actually creating them. It is a MUST to remember that you have to keep =
your=20
levels as low in Poly's as you can. Let's face it. You might have a PII =
450 with=20
256 Mb ram, and all the attachements that go with it, but not everyone =
has got=20
that type of PC at home, and certainly not everyone playing Unreal has =
got a 3D=20
Card to go with it either. If you wanted to follow the guidelines as set =
by Epic=20
in Level design, you would never have more then 150 poly's in the =
players frame=20
of veiw. Now I personally do go over that limit, bet certainly I try not =
to go=20
too far over it. Let me use an little example here. I was doing a small =
village=20
in a large outside area, and the village was visible from the outside, I =
first=20
create the houses. I made them to look nice, but simple from the =
outside, and=20
then spent a large amount of polygons on the insides of them so that =
when a=20
player walked inside, they would feel like it was really a nice hut, but =
the=20
outside of the house would not slow down the frame rate too much when a =
player=20
saw the entire village from afar with a few houses there.<BR><BR>If you =
are=20
doing large vast areas, and you want to have the next best thing to a =
plain=20
there, why not create a fairly basic plain, and include a few little =
bumps here=20
and there, but do not try to make the entire landscape bumpy and =
mottled. Doing=20
that might look very nice, but if I was to try and play it on a smaller =
PC=20
perhaps a P200 without MMX or 3D Card then I would think that it is a =
really=20
hopeless level. It doesn't matter how nice it might look if it is =
unplayable for=20
people.<BR><BR>Cut things off. If you can, include a few larger =
mountains or=20
fences or anything like that that will help to break up the level. You =
can have=20
as many polygons as you like - Just make sure that the player cannot see =
all of=20
them at the same time. You can have a maze that has more poly's then a =
natural=20
sphere but you simply have to limit how much the player will see at one =
time.=20
Have a look at some of the inside levels in Unreal. You will find them =
to be=20
quite detailed. There is a lot of intricate little things inside each =
room, and=20
the entire levels are generally very full of cool little things to play =
with and=20
gawk at. However now take a look at some of the outside levels, and see =
if you=20
can find anything at all that will make the level slow down at all. The =
levels=20
are almost bleak although due to the design of them, they still look =
great. If=20
you remember the first outside level, the one with the nice falls and =
the=20
outside of the spaceship etc, then you will see that the level is in =
fact very=20
bleak, and simple on the outside, but as soon as you start going on the =
inside=20
of the mines there, the geometry used suddenly gets a lot more =
complicated and=20
"Eye Candy" intensive. This can be done as you will still have a much =
smaller=20
limit of Poly's that you can see in the level at one time. The same =
thing with=20
any level really. If you can hide all of the complex geometry to a =
smaller area=20
where the player can only see a set limit of poly's at a time, then it =
will not=20
hamper your levels playability and you can go to all sorts of lengths to =
create=20
great eye condy and graphic feats.<BR><BR>This tutorial may seem like a =
lot of=20
rablimg really, and as I read over it, I am wondering if I should post =
it at=20
all, but I guess that it will help some poeple out there, so it may as =
well go=20
up :) </P><BR><BR><BR></B></FONT></BODY></HTML>

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