How I can Transfer voxel parameters from outer skin to inner layer?
How can I transfer the additional parameters the "outer layer" to the "inner layer"?
Delete the "outer layer" completely from the object to delete this "very special" artstyle? Therefore a smooth surface with a clean uniform color should be possible. I would also have objects with sharp edges that take up less space!
I am aware that you certainly had to pay a lot for this artist...
I am also aware that you can position the "game" better than unique. But it's already a fight with the voxels to make something reasonable that looks good even at short distances without killing the memory and CPU.
One of you once said (for fun) that you can build Half Life 3 in Dreams... How is that supposed to work, if the memory in the EA version is already full after some objects, and the "gameplay memory" with 56 puppets is at 99% and still has about 5 fps? Shadows that are faulty at a distance of 10m and zebra crossings appear? How should this work with vr?
Therefore my question...
Is the engine currently running on > low level or on normal?
Does the memory you have for your game remain the same in the final version? I read something about 1GB...
Half Life3 1GB for the intro?
Or will that give a voxel-like 10x10x10 GB?
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I'm honestly not a fan of the attitude you showed in your post. (eg. "very special" artstyle... I am aware you paid a lot for this artist...)
But in the hopes that that wasn't your intention and it came across poorly through the text, I'll do my best to help with the points you've raised.
As seen in your screenshot, there are inner properties for the inner hull, and outer properties for the flecks.
If you turn the looseness all the way up, you can see the inner hull, which is kind of hazy and doesn't look great. This is because it's designed to use the flecks instead.
To get a "tighter" surface, lower the looseness and increase the sculpt's resolution using the sculpt detail tool (menu > tools > sculpt detail). You can get super tight, smooth surfaces with this, though it will incur a cost. Most of the time, you can get away with less resolution and not notice any difference from the perspective your game will be running at for the majority of play. And the beauty is, when you do get real close, it doesn't just get pixelated and blurry like traditional texturing, but there's basically infinite detail there the more you zoom in.
What do you mean about you fighting with the voxels? What are you trying to make? What about its appearance doesn't look good to you?
If you make things in a smart way, or use the tools to reduce the detail and save on memory, you can have a lot of things in your scene. I played Half-Life quite a while ago, but I don't remember it having 50 fully independent characters running around at once. It had load points where it would transition between areas, and it hid them well. But they were there. You can do similar things in Dreams; if you can't figure out a way of saving on thermo, you can create new scenes and link them together in a dream.
Is the engine currently running on > low level or on normal? I don't know what that could mean. The engine is running using what hardware is available.
The thermo limits are based on a single scene. So an entire game can use as much thermo as you want; you just need to load the next scene to get rid of stuff you no longer need and load in brand new stuff. This is how most games work.
As for the exact amount of RAM or GPU memory it uses, I don't know myself. Again, I'm not sure what you mean by a "voxel-like 10x10x10 GB."
I hope some of this answered your questions, and helped you understand aspects of the game. -
'@supposer
The artstyle is very decently formulated by me.
My answer is that the artstyle or stain hides unattractive edges. So you are saying that the engine is not able to calculate and reproduce clean edges?
My engine is just built on cubes of resprective voxels. You already know that voxels need much more memory etc?
Your "think smart way" what is the answer to a technical question? Think smart and call Minecraft now Minecraft 4k? Is that the solution?
What amazes me is that when you ask what the engine can do and where its limits are, there are always some out of place excuses. 99.99% don't know what you can represent in Dreams or Voxel in the finished game, which is not possible with polygons. Or who intends to use a changeable environment/terrain in their game? And if this is not shown by mM, what sense does Voxel make? Except that the memory and engine doesn't work properly even with the simplest objects?
Or is a cube of 3x3x3m with a uniform surface and sharp edges something special you've never seen before?
To Half Life... Sorry that was an AAA game. And if you say that you can program a Half Life 3 in Dreams, then you assume that you can now create an AAA game from 2018/ 2019 and not a Qbert from 1982.
And the 56 dolls... I made it easy to recreate the Mario128 (without dice or changeable terrain). And yes, the technology behind Mario128 was in Pikmin, among other things.
Thus games with several independently acting characters are not possible. But that's not what I'm interested in.
To reduce the surface structure independently of the body size would also be something. Or is that also not possible?
Do you know if a hollowed out object with voxel needs less memory? How thick does an object have to be for the shadow to be calculated correctly?
The bad thing is that nobody knows what Dreams can or can't do. And Dreams is judged and defended as a game and not as an engine that is let loose on unsuspecting players is shone through from the technical side. But I notice... you can't say what you want but simply ask simple questions so that nobody feels attacked. ?
iniciar sessão para comentar.