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Author Topic: Mass Effect - Reaper Destroyer  (Read 14815 times)

WormSlayer

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Mass Effect - Reaper Destroyer
« on: June 10, 2013, 10:21:31 pm »

This thing is freaking huge! It also had too many polygons so I had to split the legs into separate objects but couldnt figure out how to package them all together so it's just 5 bits in a rar file XD

ReaperDestroyer.rar (4.7 MB)

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ZeosPantera

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Re: Mass Effect - Reaper Destroyer
« Reply #1 on: June 11, 2013, 01:30:56 am »

I see you got yourself a bit of a bug problem there son.
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WormSlayer

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Re: Mass Effect - Reaper Destroyer
« Reply #2 on: June 11, 2013, 02:32:09 am »

It's only supposed to be 160m tall but a decimal point slipped somewhere and it looked awesome so I left it :P
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adriaan

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Re: Mass Effect - Reaper Destroyer
« Reply #3 on: June 11, 2013, 07:31:20 am »

looks nice! having issues too with the colors being to washed out. all have the same material settings yet some parts are more visible then others. look at the small platform. its really light from far away. but close everything else is washed out and it become dark


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M7

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Re: Mass Effect - Reaper Destroyer
« Reply #4 on: June 11, 2013, 09:20:14 am »

The washed out issue is due IMO to the size of the object. I did import once by accident an oversize building (like 20 times the intended size) and it was washed out like these. After i resized the building to normal size, the textures look normal.
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adriaan

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Re: Mass Effect - Reaper Destroyer
« Reply #5 on: June 11, 2013, 10:44:24 am »

but there must be something we can do if we want colossal ships?
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WormSlayer

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Re: Mass Effect - Reaper Destroyer
« Reply #6 on: June 11, 2013, 10:55:03 am »

After some more experimentation with massive things, it seems like the engine adds atmospheric haze to the model based on the camera distance from the pivot point, rather than the actual object faces?
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cameni

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Re: Mass Effect - Reaper Destroyer
« Reply #7 on: June 11, 2013, 11:52:46 am »

Yes, atmospheric computations are optimized by computing it for the whole object, since they change little for normal-sized objects. This speeds up the shaders that would otherwise have to compute the atmospheric lighting for every vertex, for no apparent gain on most objects.

However, for huge things like these we'd need to branch the rendering to go per-vertex.
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