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View Full Version : Lost level in MP?


Akari
07-28-2003, 05:05 AM
Were's this from. I found this on a google search. I have never seen this level before. It was from a site that reviewed the game http://www.beststuff.com/images/articles/010902a2.jpg

biXen
07-28-2003, 05:18 AM
Wasn't used. As you know they don't use the reflective floors in the game at all, except for the bonus level. It was one of the 2000 promo shots if I recall correctly.

mullen
07-28-2003, 05:20 AM
I always was thought it was from the level where you meet the inner circle (asgard building??). They just didn't use a reflective floor in the final game

Akari
07-28-2003, 05:28 AM
looks like it was for the mansion level

Jade
07-28-2003, 07:05 AM
Originally posted by Akari:
looks like it was for the mansion level <font size="2" face="Verdana, Arial">It's more like the Absgard Building level...

biXen
07-28-2003, 07:46 AM
Yep, I think it's Asgard building.

KillJoy
07-29-2003, 03:22 PM
The lighting also changed signifigantly if you notice.

PetriRMD
07-29-2003, 04:04 PM
Yupp, it's an early version of Asgard building. We changed the lighting (with most of the lights turned off and rest of them dimmed since it was much more suitable and fit the atmosphere so much better) and as you know we couldn't sustain the reflections properly so we had to take them out :-(

TheManCalledZee
07-29-2003, 04:25 PM
Petri, what do you mean "sustain"?

From what I understand (think I read this somewhere long, long ago), you guys has the same room turned upside down to create the reflection right? That probably meant twice the modelling. So by sustaining did you mean it too too much time or too much processing power to render to the camera?

hemlock_0
07-29-2003, 05:08 PM
I think he means that as you enter a more detailed area with a higher polycount, larger meshes, etc., the math reaches such a high level that the performance of the game would suffer in the target system trying to keep up with the rendering. Since you can see all the way down the hall, the z-buffer is 'deep' enough to cause problems like this. I have encountered this issue in my own projects, where the draw distance is too high to 'sustain' the desired effects in more detailed environments. This kind of effect can increase the strain on the system almost exponentially in what might seem like the most innocent situations.

theHunted
07-29-2003, 05:14 PM
Originally posted by TheManCalledZee:
... So by sustaining did you mean it too too much time or too much processing power to render to the camera? <font size="2" face="Verdana, Arial">heh, you do know that there's a mirror-option in maxed, that mirrors every object along the grid, do you? if the upper part of the room is done already, it's just a matter of seconds... (add alpha layer to floor tex -> align grid on floor -> select room in f5 mode -> press "m")
images/icons/smile.gif

[ 07-29-2003, 05:19 PM: Message edited by: theHunted ]

biXen
07-29-2003, 07:02 PM
I think he means it annoyed the hell out of them that particle effects, characters and other things wasn't reflected in the floors images/icons/smile.gif

hemlock_0
07-30-2003, 11:17 AM
Or that.

Theseus314
08-08-2003, 05:18 PM
Also, you couldn't reflect floors above ground level with this method.

Bludd
08-09-2003, 03:58 PM
Will there be floors reflecting stuff in MP2, then?