Thanks guys... Actually i forget what the walls worked out to inside, but there is enough room for floor sections with headroom to spare.
The gameplay thing I had fooled around with a layout, which I actually like, but got lazy with the other buildings as usual. As of now performance is max of course; the thing is a hunka hunka func_detail and would stay that way unless I blacked in the windows. I'm leaning towards having minimal models these days so it probably could work... do you guys know why func_lod is supposed to be so bad on the engine? That's what i hear anyway...
Never heard of blastwave, looks pretty well-thought-out. And hl2-ish in the post-apocalyptic sense too. Part of me really wants to keep those windows intact, which is ill-fitting for a destroyed building...
That looks pretty accurate, in terms of geometry. :smile:
In terms of lighting and texture usage, it reminds me of blastwavecomic.com. Yellowish concrete, bright sunlight... and a post-apocaliptic, abandoned, ravaged world. I think it's the lack of windows and doors, the open nature of that building.
Oh well, just what it made me think of. Heh. :smile:
Very nice. You got that into a 128 unit grid for floor heights?
I see less problems with performance than the usual "squeeze gameplay into one bit of concept art" issue. My studies (read: me torturing the engine to its very limits) show that polycount, especially clean on-grid polies like curves, etc, have surprisingly little impact on performance. It's almost entirely a shader-problem. Or very bad vis-blocking. But I'm sure you could have this building in a high-performance map, no problem.