Posted by ReNo on Fri Jul 23rd at 5:43pm 2004
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Posted by Ferret on Fri Jul 23rd at 6:44pm 2004
Posted by ReNo on Fri Jul 23rd at 7:04pm 2004
As far as I can tell, everything being rendered here, is on show, and therefore nulling it would make the scene look daft. You can null all you want, but you won't get the same looking scene. I think the only faces you could null without noticing, would be the outside faces of the rubble, and that isn't being rendered from anywhere that frame rates matter anyway.
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Posted by Loco on Fri Jul 23rd at 7:55pm 2004
As for polygon reduction, it should be alright - but I'm only saying that because I've no idea how you would reduce the r's there!
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Posted by Ferret on Fri Jul 23rd at 8:12pm 2004
Posted by Campaignjunkie on Fri Jul 23rd at 10:12pm 2004
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Posted by Gwil on Fri Jul 23rd at 11:18pm 2004
| ? quote: |
As far as I can tell, everything being rendered here, is on show, and therefore nulling it would make the scene look daft. You can null all you want, but you won't get the same looking scene. I think the only faces you could null without noticing, would be the outside faces of the rubble, and that isn't being rendered from anywhere that frame rates matter anyway. |
surely you can't null the faces if the func_rotating has been implemented?
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Posted by Gwil on Fri Jul 23rd at 11:21pm 2004
| ? quote: |
| I think you can probably NULL the background-platform things, but
anything else would look silly or only affect compile time. I think you
would probably benefit from 5-sided platforms too; maybe only use those
on the areas that aren't used as much. |
the underside of the non rotating platforms could probably be nulled.
weapon balance has a lot more to play in this map - ie, make the gauss the only power weapon..
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Posted by Campaignjunkie on Fri Jul 23rd at 11:31pm 2004
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Posted by Gorbachev on Sat Jul 24th at 1:11am 2004
| ? posted by Campaignjunkie |
| The undersides will never be visible/rendered though, so they will have no effect on r_speeds. Maybe reduce the compile time a little, but that's it. |
I'm pretty damn sure they would be rendered...they are not sealed away by VIS in any way so the majority of the map would be rendered at all times. I'm with Reno in the thought that only the furthest and outer most edges of the chunks could be NULLed. Why not vary the sizes of the platforms? so some 3,4,5,6 sided ones to mix it up.
[addsig]Posted by Agent Smith on Sat Jul 24th at 1:18am 2004
I'm agreeing with Reno on this one. The only real places available for nulling would be the outside faces of the rubble, which wouldn't matter because you don't see them anyway. I can't null the undersides of the platforms because most can be seen from other places in the map, making it look stupid.
I could cut down some of the faces on the pieces, but that would seriously reduce the variation in them, making them look less like rubble and more like tiles. I could do it to some though.
Also the screens show the entire map, just in case anyone wasn't clear on that.
But be aware I dont have much time to do any major changes before the competition deadline, having started back at uni this week. Apart from some minor tweaking and weapon placement it'll have to do. Thanks for the suggestions though.![]()
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Posted by Campaignjunkie on Sat Jul 24th at 1:28am 2004
| ? quote: |
I'm pretty damn sure they would be rendered...they are not sealed away by VIS in any way so the majority of the map would be rendered at all times. I'm with Reno in the thought that only the furthest and outer most edges of the chunks could be NULLed. Why not vary the sizes of the platforms? so some 3,4,5,6 sided ones to mix it up. |
All backfaces (or bottomfaces I should say) are culled during rendering. Maybe if you fell down into the abyss you would see them, but most of the time you wouldn't see them. Except the 2nd story platforms and such.
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Posted by 7dk2h4md720ih on Sat Jul 24th at 2:08am 2004
Posted by Agent Smith on Sat Jul 24th at 1:39pm 2004
By regular sized steps Alien_Sniper, I'm assuming you mean the jumbo steps used in most DM maps, ones designed for clowns, with extra length to allow for the big shoes
.
On a serious note that would likely make more polys and also require serious altering of the map. So thanks for the wonderful suggestion, but perhaps not
.
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Posted by ReNo on Sat Jul 24th at 1:55pm 2004
I highly doubt doubling your step height would INCREASE polycounts, and while it does look a bit daft in some maps, it could be worth checking out. Perhaps not double them up anyway, just go for 12 unit height or something (the BIG ones in maps are normally 16, typically the small one people use are
.
I'd be incredibly surprised if it required more than 10 minutes work to alter the size of the stairs also ![]()
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Posted by Agent Smith on Sun Jul 25th at 3:02pm 2004
Its not hard to change the stairs, but they are currently at the right combined height, width and length. If I was to change that, I would then have to alter the parts of the map they are connected to, to ensure that things lined up. Then the spacing between the parts would have to be changed to suit the new sized segments. Its just a bit of a hassle I don't have time for, particularly when the stairs are fine and its not really going to make a noticeable difference in the R's.
Anyway, I have deleted some of the smaller debri which has decreases the R's to no higher than 1250, which I figure is acceptable, without ruining the effect.
I know this ain't the editing forum, but to save time I'll ask it here. The jump pads are causing some trouble. Most are directional, as opposed to the standard straight up in the air jump pad. But as some might know it causes problems. I use two pushes, one that pushes you up and into the other that pushes in the right direction. This means they only work if you jump at them from the right spot. I you jump from above you hit the directional push which throws you off the map. Does anyone know how to get them to work without the need for two pushes, as its the only remaining major flaw in the map. Thanks
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Posted by fishy on Sun Jul 25th at 3:39pm 2004
it's done with the pitch/roll/yaw property. i dont remember exactly, but i tthink you would use a combination of changing the middle 0, (of the 0 0 0 in the p/r/y), and the compass tool thingy.
experiment a little and you'll get it.
Posted by Agent Smith on Wed Aug 4th at 2:08pm 2004
Apart from the bounce pads everything is ready to rock and roll. I tried what you suggested Fishy, but it didn't work. no matter how much fiddling around I did it would only push up, down, or 360 on the x axis. The bounces as they are a bit buggy, not always delivering you to the desired location. I'm still using the method of two pushes, one that pushes you up and into the other that pushes in the right direction. If anyone knows exactly how to do it, or a tut that could tell me how, I'd be forever grateful. Thanks.
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Posted by 7dk2h4md720ih on Wed Aug 4th at 2:14pm 2004
We gonna get a look at this before the competition deadline?
Did you try making the first push trigger the second one so you have to pass through that first?
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