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Old 19-02-2009, 11:55 AM   #101 (permalink)
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We're going to be allowing almost all in-engine features, apart from BSP geometry. All of the stuff you mentioned is fine (realtime shadows, particles and post processing). More details when the rules get updated
So this would mean that using the bsp geometry from the UT3 editor is not allowed?
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Old 19-02-2009, 12:16 PM   #102 (permalink)
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Heres a question some people might be wondering about. When you polycount ur assets for your enviroment will only your created content count? In the CryEngine a empty scene with nothing hits up into the thousand polys + because of the sky. Is this counting toward the 200k? or do you only count your actual created content?

*And a note for other people, please read through this thread first before posting questions, for the same question has had to be answered numerous times. Hes going through the trouble of reply the least you can do is read the thread. Thanks.
Absolutely. We're looking to get all fresh content here - No stock stuff that comes with the game

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So this would mean that using the bsp geometry from the UT3 editor is not allowed?
That's exactly what it means. No BSP in any engine is allowed.

Cheers guys
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Old 19-02-2009, 12:30 PM   #103 (permalink)
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That's exactly what it means. No BSP in any engine is allowed.
Just out of curiosity why is BSP geometry not allowed?
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Old 19-02-2009, 12:50 PM   #104 (permalink)
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Absolutely. We're looking to get all fresh content here - No stock stuff that comes with the game


That's exactly what it means. No BSP in any engine is allowed.

Cheers guys
Hrmm. How can you even get rid of the sky whenever I create a new level in the CryEdit it always makes a sky thats taking up polygons no matter what I do I cant seem to get rid of it. Is there any way to get the CryEdit poly counter to 0 and have nothing but a black screen and only the stuff I add in?
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Old 19-02-2009, 01:00 PM   #105 (permalink)
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Just out of curiosity why is BSP geometry not allowed?
Afraid I don't actually remember the arguments as to why BSP weren't allowed, I'm sure Glynn or Doylle should be able to answer that one though


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Hrmm. How can you even get rid of the sky whenever I create a new level in the CryEdit it always makes a sky thats taking up polygons no matter what I do I cant seem to get rid of it. Is there any way to get the CryEdit poly counter to 0 and have nothing but a black screen and only the stuff I add in?
There's most likely some way to delete the already placed out skybox, but if not, you could just cover it with your own.

Also, For the polycount, simply create a new level and see how many polygons the already placed out skybox takes up, if it's say, 200 tris, then you know that instead of a limit of 20'000 tris, your limit will be 20'200 whenever the skybox is included

Last edited by Tiros; 19-02-2009 at 01:06 PM.
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Old 19-02-2009, 01:13 PM   #106 (permalink)
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im guessing that means ue3 terrain isnt allowed either then?
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Old 19-02-2009, 01:46 PM   #107 (permalink)
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Afraid I don't actually remember the arguments as to why BSP weren't allowed, I'm sure Glynn or Doylle should be able to answer that one though




There's most likely some way to delete the already placed out skybox, but if not, you could just cover it with your own.

Also, For the polycount, simply create a new level and see how many polygons the already placed out skybox takes up, if it's say, 200 tris, then you know that instead of a limit of 20'000 tris, your limit will be 20'200 whenever the skybox is included

Erm are you sure you're going to add engine geometry tricounts to the limit? Because particles and volume light in UT also uses tri's for example...
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Old 19-02-2009, 01:50 PM   #108 (permalink)
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Afraid I don't actually remember the arguments as to why BSP weren't allowed, I'm sure Glynn or Doylle should be able to answer that one though




There's most likely some way to delete the already placed out skybox, but if not, you could just cover it with your own.

Also, For the polycount, simply create a new level and see how many polygons the already placed out skybox takes up, if it's say, 200 tris, then you know that instead of a limit of 20'000 tris, your limit will be 20'200 whenever the skybox is included
In CryEngine the poly limit is always changing, if your looking up its more than if you are looking down. Its because theres some type of culling I believe. And theres no polycounter in UT3 is there?

I guess we will have to count the polys by hand.
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Old 19-02-2009, 01:55 PM   #109 (permalink)
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Erm are you sure you're going to add engine geometry tricounts to the limit? Because particles and volume light in UT also uses tri's for example...
I think you would take that into account, so long as your engine's editor displays the final tri count at 200k or below, you're fine.
However, particle and volumetric effects also take texture space, some thoughts on that would be good too. Whether they count, weather you can use the engine's stock particle and volumetric textures, etc.
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Old 19-02-2009, 01:59 PM   #110 (permalink)
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I think you would take that into account, so long as your engine's editor displays the final tri count at 200k or below, you're fine.
However, particle and volumetric effects also take texture space, some thoughts on that would be good too. Whether they count, weather you can use the engine's stock particle and volumetric textures, etc.
How can you view tri-count in UT3?
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