New round segments are completely interchangeable with other segments, so you can have them alternate.Also fixed up the metal supports a bit
Currently a half height room segment I am working on.
I don't know if you guys still remember this.
Well I never released it due to issues relating to collision on the outside, as a inside area it is perfect, considering that the tunnels segments are indoor environments only, I am going to incorporate this into tunnels 9, where the outside area is of little importance, and thus also remove outside faces, and should be able to reduce the poly count from 6k to 4 or less.
The design will be smaller maybe 8 segments in total, as it is the tunnels 9 pack segments are massive, you wouldn't be able to cram in more that 30 segments for example, per level, 30 would be pushing it already performance wise, as these segments are high detailed segments 24 segments equals to about 95k polygons, I have done 500K polygons before without much hassle including AI by the dozen, however not every one has a strong system.
But be warned with the shaders applied to the segments, it will require a good GPU and CPU. Current test system is a 2400K and 570GTX, low end system was a Q6600 and HD5450, without shaders I managed to get 55 FPS, on the low end rig, with shaders it was basically unplayable.
With the 570GTX test rig, well above 350 FPS with shaders enabled, so still a lot of headroom left for adding entities and AI.