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« Reply #315 on: January 10, 2014, 03:23:37 PM » |
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I see... guess I underestimated the size of the main platform.
Stage lag is mainly caused by too much draw calls caused by a large # of facepoints. Most stages made before Christmas of 2013 lag because they were imported and made with a not optimal importer that inflated the facepoint count. Now we have a more optimal importer in the new Brawlbox so this is no longer an issue with stages anymore.
I would look at the NumFacepoints/Number of facepoints as a total instead of triangle count as facepoint count is a better gauge of how many draw calls the stage makes. I would aim for a Max of 40,000 Facepoints.
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« Last Edit: January 10, 2014, 03:30:48 PM by Eternal Yoshi »
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« Reply #316 on: January 10, 2014, 03:45:19 PM » |
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I'm new to the whole Brawl modding scene... what is a "facepoint" and how do I measure them?
The width of the platform is about as wide as Battlefield's main platform. I might open up those doors after some playtesting and seeing what feels better for the stage. That's been a common thought throughout making this thing.
As this is my first custom stage for the game, I still don't have a fantastic idea of what is a good scale of things yet.
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« Reply #317 on: January 10, 2014, 04:56:54 PM » |
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I see.... well Brawlbox's new revision gives you the facepoint count of a model when you choose it.
Facepoints are.... well it's hard to explain since it appears the definition isn't all that well expressed. I think that facepoints are the average of the vertices of the polygon/model.
If you're using Maya, check the Edges count as that's closest to the value Facepoints would be at.
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« Reply #318 on: January 10, 2014, 05:32:57 PM » |
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« Reply #319 on: January 10, 2014, 07:44:35 PM » |
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Hello everyone, first post here. I'm Llama Juice. I started my first stage. Trying to build a new environment from scratch, working on a Golden Sun map. Picture that's a few days old, but shows some reference images of the game that I'm replicating. Current state of the stage. I'm trying to create the skybox based off of the original game's overworld geography as well. i am LOVING what i see atm... i LOVE the golden sun series!!
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« Reply #321 on: January 13, 2014, 03:01:15 AM » |
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idk where you've come from all of a sudden, but you're epic. i don't even know the stage and im in love with it...
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« Reply #322 on: January 13, 2014, 03:14:48 AM » |
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I come from the land of Halo 1 modding. That game is stupid hard to model for. Smash is easy (in comparison). If you're interested, here's the last project I worked on.
I did all of the organic environment art in that scene. That project was a collab between 20 or so people. It's still in development, but I stepped away after working on it for a year to be able to pursue other projects. This one is what's grabbing me right now. The idea is to make something pretty enough to get a job out of. I know I can do it, I just need to push it hard. If brawl's engine doesn't allow me to push the art as far as I want it to go then I can always port it to a different engine after the fact. Anyone else interested in seeing if we can make the prettiest stage that the Brawl community has made? That's my goal. Lets see if we can get there. (I say we because I'll no doubt need some help with learning the Brawl engine. I got the basics of model importing and assigning textures to it, but that's about all I know so far. I don't know anything about shaders and the like.)
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« Reply #323 on: January 13, 2014, 05:16:10 AM » |
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I worked on UVs and started making textures for a few of the scenery objects. At first I wasn't a fan of the purple/green color pallet, but now it's starting to grow on me. I'm planning on redoing my purple brick texture with some green brick patterns throughout it as well to spruce things up a bit. Not sure exactly what I'll do with it yet, but it'll be there. Also, I'm fairly certain that I'm going to be knocking down the wall and making a tunnel through the center. glad to see more progress from ya Llama! so far it looks good, and also noticed u still have plenty of faces to use for other area's that might need it if its not smooth enough.
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« Reply #324 on: January 13, 2014, 08:57:59 AM » |
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I'm at roughly 33K triangles right now. (Ignore the tricount in the images, they're wrong. There's stuff out of frame that isn't being counted) Originally I was planning on trying to keep it under 50K when i didn't know what my limits were. I've been trying to cut corners and optimize meshes wherever I can, so right now I feel that I'm getting a lot more out of my polycount than what you'd expect of 33K. I still do plan on adding a lot of decorative pieces to flesh it out more. With this pass I just needed to put a dent in the objects that still needed textures. ================================= To do list: ================================= I'm sure there's a bunch of other stuff that I'm missing from this list at the moment, but it's a good idea to have a list of what to work on so that I know where to go next and have a measurable way to say what I've completed and what I still have yet to do.
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« Reply #325 on: January 13, 2014, 02:48:45 PM » |
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For environmental texture resources, battlefield, castle siege, and a lot of the SSE stages have some nice stuff already in the game's art style. The stage looks amazing, and I wish you luck on it.
Maybe even have the lighthouse activated, using the Smash Ball's model, or maybe a modified subspace bomb blast model?
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FC: 2191-7379-6272
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« Reply #326 on: January 13, 2014, 02:58:34 PM » |
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I know there are a lot of textures already created and exist within the game's stages, but I want to go through the full process of what to do with a stage and build my own texture repository. Plus, since a lot of the remaining textures are background assets I should be fine with making some really quick and dirty low resolution stuff that'd work fine for a background asset.
I've been kicking around ideas of having the lighthouse activated, and what that would do to the gameplay. In the game when the lighthouse gets activated it splits the building into four pieces. I've considered trying to replicate that effect/animation but right now that's all after I'm done with the things on my list. Again, it'd be custom made art to try to fit the art style of Golden Sun while still looking good in Brawl.
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« Reply #327 on: January 13, 2014, 05:24:51 PM » |
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Haven't played Golden Sun, but that map is super sexy. Glad to have you here., Llama.
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« Reply #328 on: January 13, 2014, 08:08:23 PM » |
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Haven't played Golden Sun, but that map is super sexy. Glad to have you here, Llama.
This.
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« Reply #329 on: January 13, 2014, 08:22:06 PM » |
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Hello everyone, first post here. I'm Llama Juice.
I started my first stage. Trying to build a new environment from scratch, working on a Golden Sun map.
Picture that's a few days old, but shows some reference images of the game that I'm replicating. [...]
Current state of the stage. [...]
I'm trying to create the skybox based off of the original game's overworld geography as well.
Looks awesome so far! I'm glad to see there is someone else making stages as ambitious as mine and with the same attention to detail.
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« Last Edit: January 13, 2014, 08:23:37 PM by Peardian »
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