Optimisation
A large portion of this week has been slowly optimising my level. I mean the term slowly because I am experimenting in ways to reduce texture sizes without losing the quality of my level. I have noticed my overall performance on my home computer starting to drop in frame rate. At University how ever there is no loss in performance. Although considering the criteria my level is at this moment perfectly suitable for hand in as the map will be tested on the university machines. I would like to take the practical approach and really try and optimise this map well enough that even my computer handles it well. A large portion of my poly count rendered in each frame was taken up by thousands of leaves which had been scattered around using the foliage factory volume. 6 polygons each leaf was and for the level of detail was too many. It made sense to just reuse the texture on the floor that the leaves rested on and re-use the leaf texture on the floor texture. This way no need for millions of alphas, and large portion of poly’s will be cut out of the scene.
Tutorials
I believe I’m at a stage now to give some life to my environment and start adding the extra elements that create some realism to scene. Things like introducing particle effects like steam coming from those many hundreds of pipes I have. Decals for adding some grime and dirt in areas. At the moment my new textures that applied to my alpha version of my map were a bit clean in areas. Using decals I will have full control where dirt can be applied.
Most of my research of Unreal has come from this very website, very useful step by step process and explanation
Re-design
It struck me whilst game testing my map that the layout needs to be toyed about. Game testing with unreal tournament playability is miss-leading because of its very fast action paced style of game play. My inspiration of the creation of this level was Gears of War. A more tactical slower approach but with more dimension. I know the assessment criteria are to be marked by the screenshots taken at the end of development. But at least when I take my screenshots, even if they are quite different to the movie screenshots, at least there will be a big reasoning behind it all.
I re-designed my map into Gears of War. The development inside Gears of War Editor is slightly different in areas such as the scaling. Everything had to be scaled up x2. This was a problem for the import of my environment. Instead I built the environment all out of BSP which actually works a lot better than my current scene. Have a lot more playability; control of textures and the setup is so much easier. I’m thinking of using this method in my current level.