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bluespace88

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Posts posted by bluespace88


  1. not really. You don't want lag to occur when you change dates, or when close to time travelling because you have to load all these models. The way that VC has it is the best alternative where it loads everything after it fades out, or during the white flash of instant time travel, and I guess this problem only concerns instant time travel, because its not instant if you have to allocate and deallocate memory for models, which could be in the hundreds of megabytes.

    Best bet is to have it all loaded, and with computers these days, thats easy to do. This will make the view distance of course a bit more relevant as it determines how many models to load. Works well here with 4 time periods, but for any time travel game with much more, the current way is the best for handling that.


  2. That's epic!

    I don't know if I want to stick with this tool though.  its nice, but i have to shell out 1.5k for the fancy stuff.  Looking at a few others, and I might have found another alternative.  I really need to move past just doing stuff that looks like renders though. Just looking for alternatives since I'm not doing this full time. For more context, this was from a while ago, and using just pure code, no tools other than a text editor.


  3. Part 3:

    http://www.telltalegames.com/community/blogs/id-696

    I have to say, their delorean model is looking awesome for a commercial product from what I see. Doesn't beat Carlos's, but then they aren't going hires like we are, but I like it. Don't know what they're saying as sound is off, but at least it looks like they used more references then just that diamond select delorean, which is awesome. I can't spot any glaring inaccuracies in SD.

    The only thing I noticed was off was that the scale of the diamond select is 1:15, not 1:18 xD

    And young doc o_O

    And $25? I'll take it. *preorders*


  4. who said it had to be another game?

    Anyway, what VC and SA really needs for time travel to be a bit more seamless is to load all the models in memory and keep them there, that way the computer doesn't have to load the mesh and textures, and can just render them when needed. Might need a higher end computer to keep it smooth, but should be fine for most computers these days, and was rather evident in a Crysis mod I saw. The problem is the calls that both VC and SA make have to load the model first before plopping them down. I mean, you can save them in memory, but it has horrible memory leaks in that case.


  5. They can't, because the part 1 cars are the part 2 cars. All three cars (A, B, and the cutup car C) were modified for part 2, and if you're talking about doing it the "same way" as the part 3 car here, the B car is kind of a mess right now. C car, obviously, was used for interior shots. So you really only have one actual car thats still running that was used in parts 1 and 2, which is the A car sitting at Universal Studios Hollywood in BTTF2 + Universal crap garb.