Critical Point: Incursion is a standalone game created with Epic Games' Unreal Development Kit. Incursion is a semi-realistic, arcade-like first-person shooter combining tactical gameplay with arcade-style speed.Utilising a wide variety of modern weaponry and set in fantastically rendered locations, the Mercenaries and Special Forces meet at a critical point! In a rush-based mode as seen in first-person shooters such as CoD4, Battlefield 3, Counter Strike and TO:AoT, teams are given level-specific objectives in round-based scenarios! CP:I is aimed at a large player base, offering a huge platform for competitive clan and league play, allowing individuals to shine and capture their glory regardless of how many hours they have played. It accentuates skill vs luck, aiming vs spraying, etc. We differ from the competition by having no unlockables, no RPG's, claymores, tanks, jets or other vehicles. Just PURE infantry combat action!!
Model of Window for the upcoming Brewery Map
great, but the holes are totally unecessary=P anyway awesome^^
Booleans are bad....mmmkaaay.
But i understand why you did add it, since unreal dosnt work that well with lighting and alpha masks.
Booleans aren't BAD if you know how to properly use the tool, but I won't recommend the tool to anyone.
For another 500 polys the collision and lighting will be simplified, but unreal can handle alpha channels just fine for lighting if you set your lights right.
At most this object might only be 1K poly, which isn't bad at all.
But still, why didn't use an oppacity map for the holes?
Creating the holes via a mask of some sort was definitly considered. However at the time this model was created I was not able to figure out a viable solution that had the aesthetics we desired due to the lighting restrictions with certain forms of transparency in the editor.
Now that were working under the UDK its quite possible that new lighting techniques and such would allow us to do so however I do not know for sure. At the time we decided that creating the holes in the physical mesh was the easiest solution. Thankfully the glass pane is seperate from the rest of the mesh so we can optimise that when the time comes.
I probably would not have tackled the problem the same way if I had to create the model today but hey thats the beauty of learning. Thanks for the feedback!