WildKarrde

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Status Updates posted by WildKarrde

  1. So I’ve been playing around with adding some actual geometry behind the permanently locked doors on Yavin Station: 

    Spoiler

    315448054_AddedGeometry.png.89ed86e2b83f5c8ecbef4d9b89560e1a.png

    Would there be interest in having that added to my Yavin Station Hangar mod?  Or does it change the look too radically?

    Vanilla backdrop for comparison:

    Spoiler

    Vanilla.png.ba65b2bbd8a951b67a3a752bc46f1104.png

     

    1. Show previous comments  1 more
    2. WildKarrde

      WildKarrde

      Just a short distance, although I could easily extend it farther if it looks too short.  (What's good practice for a polycount on rooms?  Right now I'm around 36000 polygons for the main station corridor room model.)

      Spoiler

      967282690_AddedGeometry-StraightView.png.e758c4ab39b12f1e54970c22d7737a96.png

      My main hesitation about adding the geometry (at least as a default option) is because I always interpreted the fuzzy vanilla backdrop as frosted glass, so the crystal-clear geometry feels significantly different to me.

    3. DarthParametric

      DarthParametric

      Looks much better than the vanilla approach. I'd suggest adding it to the mod.

      As to room poly counts, the engine seems to struggle more with large numbers of low poly count meshes than it does with small numbers of large poly count meshes. This ties in with its trend of struggling with entity count in other situations. From my own experiments with room mesh consolidation, I got a detectable performance gain by merging as many meshes as possible in the DS ending stunt module. You can see some of my ramblings about it in this thread.

    4. WildKarrde

      WildKarrde

      Thanks for the feedback and tips.  Version 1.4 has now been released!