Lots of detail to add still, I re-worked the base of the model, pinching some ideas from Jayden's new service bay (See here: http://www.moddb.com/mods/bz2-community ... bay-remake). Just bouncing some ideas off of each other.

EDIT: More Progress

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I think you're right, it is quite high on tris at the moment (Just under 4K, but there is a LOT of optimization to be done), but a hugh proportion of that detail will disappear with the first LOD. I'm going to advise people to set their 'object detail' settings to 'medium', so that the uber-high detail meshes and the interior are only visible at around 100 meters or so. The interior itself doesn't need to be shown at all if you're far away from it. Unless of course you have a monstrous graphics card.MrTwosheds wrote:Several windows, so you get a 360 degree sniping view.
I would also suggest that you avoid putting too much eyecandy type stuff, like transparencies or animations on it. The bay is often the focus of a lot of activity and is the best place to snipe from, wouldn't want to spoil peoples aim by making the game engine work really hard there.
Could try that, some sort of roof access hatch or something. I originally wanted a full 360 degree view, but squeezing the lift into the room and a window all around was a bit too much of a squeeze. Hmm... Maybe a balcony to take in the luscious view of MireZero Angel wrote:How about open topside window = sniping tower?
There's no animations on the bay itself, QFMod and (I think) ZEMod had a fair few transparent parts (done via a texture like this one is) and they worked/looked pretty good (hell ZE was in 1.2, and QFMod had a lot of inefficient particle effects in it). The parking area is okay at the moment, I managed to get some AI assault tanks and walkers to get themselves there without any problems, it's not as high as it looks actually. I can tweak ODF pathing to make it a little stricter as well if needed, and the collision can always be slightly different to make navigation easier (plus I don't want to instantly double the poly count by duplicating it for the collision, even if it's not drawn by BZ2).MrTwosheds wrote:I don't think the static polygon count would be too much trouble, its the stuff that has to get processed "live" that causes issues. Eg a transparent bay pad with animations and moving lights underneath it, then with a few units doing idle animations and emitting dust clouds parked on top of it, would cause a major amount of real-time processing to occur from certain viewpoints, as it calculated the moving lighting through the transparency, dust clouds and moving units.
I have done quite a few experimental bay models, they benefit greatly from keeping it simple.
They also work much better (pathing/collision) when the parking area is flat. I would consider sinking the parking area detail below a flat ground level collision plane. Otherwise it will possibly trap pilots and units and cause a lot of pathing calculation overhead and player irritation too.
And some nice flowers in window boxes for snipers to hide behind
That's the plan, after 50 meters, remove all interior detail, after 250 meters or so, use a much lower poly model with smaller textures.Zero Angel wrote:You could always LOD it to omit the interior/underground stuff at x amount of meters, and maybe use the stock service bay at >200m or so.
Ahem...In strat a service bay has 2 Major functions, it gets you laser and makes an excellent sniper tower, its also sometimes useful, but a bit slower than a nice pile of pods, for servicing ships. Its role as a sniper tower is a very important part of the base defences. The Scion dower is fairly poor in this role as really only one Scion can balance on its pointy top.It's a Service bay, not a sniper tower...
We already have problems with people sitting on bays with snipers -.-
Why?you need to put a com termal in the top.