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