Castle

Castle

Re: Castle Posted by diablo on Sat Jun 19th 2004 at 12:26pm
diablo
189 posts
Posted 2004-06-19 12:26pm
diablo
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189 posts 29 snarkmarks Registered: Oct 19th 2002 Occupation: Guitarist Location: Melbourne, Australia
Here is a screeny of the map I just started, it's suppost to look like a castle. After making the main hall thingy, I was getting r_speeds up to 500. So what I am asking, do you think it's worth continuing the map? Or is there a good chance it will end up unplayable. This will be the biggest room in the map. I'm still n00b when it comes to managing r_speeds so some guidelines would be helpful. I am hoping to release this map for the comp. OH and, (I know this question belongs in the editing section) how do I get rid of that blob of light on the left to the stairs? Or is that just cause I used a quick compile?
I had to increase the brightness of the screeny, they always turn out too dark.

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Re: Castle Posted by ReNo on Sat Jun 19th 2004 at 12:36pm
ReNo
5457 posts
Posted 2004-06-19 12:36pm
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The high-ish r_speeds can be attributed to your stairs, thats an awful
lot of them. I'd also be willing to be that the upper sets are face
splitting the back wall they touch - if you make some sort of
buffer/trim brush between the stairs and the wall, and make it a
func_wall, then that should stop the face splitting and lower w_poly
considerably.

That said, 500 is fine for a room (though I think this one needs more
detail to justify them), but you should ensure other rooms don't have
clear lines of sight to this one. Use winding corridors like U-shaped
or significantly kinked (like an S-shape) corridors to stop the engine
overdrawing.

EDIT: The light artifact might go away with a full RAD compile, but
without knowing what is causing it (do you have a rogue light entity
you forgot to delete? Is there a light environment that could somehow
be causing it?) I can't say for sure.
Re: Castle Posted by scary_jeff on Sat Jun 19th 2004 at 12:39pm
scary_jeff
1614 posts
Posted 2004-06-19 12:39pm
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
Still far too dark for me, had to adjust it myself to even see what it is a screenshot of!

Anyway, I think you have highish r_speeds for the detail of the room because your stairs are probably cutting the wall into tons of faces. Add a func_Wall trim between the stairsthemselves and the wall.

Try sticking in a bunch of interesting wall supports and things to hold the walkway up. Perhaps you could put a couple of windows in as well to give a bit more light. I can't see the ceiling in the screenshot, but this is another area where you could fairly easily add some nice details. There are definately a lot of things you could do with an indoors castle map, I wouldn't give up on it after only one room!
Re: Castle Posted by diablo on Sat Jun 19th 2004 at 12:40pm
diablo
189 posts
Posted 2004-06-19 12:40pm
diablo
member
189 posts 29 snarkmarks Registered: Oct 19th 2002 Occupation: Guitarist Location: Melbourne, Australia
ReNo said:
The high-ish r_speeds can be attributed to your stairs, thats an awful lot of them. I'd also be willing to be that the upper sets are face splitting the back wall they touch - if you make some sort of buffer/trim brush between the stairs and the wall, and make it a func_wall, then that should stop the face splitting and lower w_poly considerably.

That said, 500 is fine for a room (though I think this one needs more detail to justify them), but you should ensure other rooms don't have clear lines of sight to this one. Use winding corridors like U-shaped or significantly kinked (like an S-shape) corridors to stop the engine overdrawing.

EDIT: The light artifact might go away with a full RAD compile, but without knowing what is causing it (do you have a rogue light entity you forgot to delete? Is there a light environment that could somehow be causing it?) I can't say for sure.
Ok, thanks reno. :biggrin: I am planning on putting some more detail into the room, thats why I need to lower the r's a bit more before I do so.

Edit: Scary, you need a brighter monitor! :razz:
Re: Castle Posted by diablo on Sat Jun 19th 2004 at 12:55pm
diablo
189 posts
Posted 2004-06-19 12:55pm
diablo
member
189 posts 29 snarkmarks Registered: Oct 19th 2002 Occupation: Guitarist Location: Melbourne, Australia
ReNo said:
EDIT: The light artifact might go away with a full RAD compile, but without knowing what is causing it (do you have a rogue light entity you forgot to delete? Is there a light environment that could somehow be causing it?) I can't say for sure.
I only have 3 lights, the env light, fire 1 and 1 behind where the screeny was taken. I moved the env light around a bit and the same thing happened, so I'm assuming it should be fixed with a full RAD.
Re: Castle Posted by diablo on Sat Jun 19th 2004 at 4:30pm
diablo
189 posts
Posted 2004-06-19 4:30pm
diablo
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189 posts 29 snarkmarks Registered: Oct 19th 2002 Occupation: Guitarist Location: Melbourne, Australia
Managed to cut my wpoly by about 50 thanks reno, allowed me to add a couple extra things, still needs work though.

User posted image
Re: Castle Posted by G.Ballblue on Sat Jun 19th 2004 at 5:12pm
G.Ballblue
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Posted 2004-06-19 5:12pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
scary_jeff said:
Still far too dark for me, had to adjust it myself to even see what it is a screenshot of!

Anyway, I think you have highish r_speeds for the detail of the room because your stairs are probably cutting the wall into tons of faces. Add a func_Wall trim between the stairsthemselves and the wall.

Try sticking in a bunch of interesting wall supports and things to hold the walkway up. Perhaps you could put a couple of windows in as well to give a bit more light. I can't see the ceiling in the screenshot, but this is another area where you could fairly easily add some nice details. There are definately a lot of things you could do with an indoors castle map, I wouldn't give up on it after only one room!
If 475 is high r speeds, then I dont even wanna know what 700 is....

Hang on, your W_Poly didn't go down, it went up...

Yippiy Ki Yay!
Re: Castle Posted by scary_jeff on Sat Jun 19th 2004 at 5:15pm
scary_jeff
1614 posts
Posted 2004-06-19 5:15pm
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
I meant high as in high for a box with some stairs in it.

Looking a fair bit better in that new screenshot, how about some columns against the walls to break them up a bit?
Re: Castle Posted by Death To lag? on Sun Jun 20th 2004 at 1:31am
Death To lag?
153 posts
Posted 2004-06-20 1:31am
153 posts 15 snarkmarks Registered: Jan 28th 2004
is it just me or is thier little dark squares above the seccond steps in corners of the room?
Re: Castle Posted by JFry on Sun Jun 20th 2004 at 4:19am
JFry
369 posts
Posted 2004-06-20 4:19am
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369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
I think those are "ducts" so to speak.
Re: Castle Posted by diablo on Sun Jun 20th 2004 at 7:19am
diablo
189 posts
Posted 2004-06-20 7:19am
diablo
member
189 posts 29 snarkmarks Registered: Oct 19th 2002 Occupation: Guitarist Location: Melbourne, Australia
Death To lag? said:
is it just me or is thier little dark squares above the seccond steps in corners of the room?
Fixed those. :biggrin:
Re: Castle Posted by Death To lag? on Mon Jun 21st 2004 at 7:15am
Death To lag?
153 posts
Posted 2004-06-21 7:15am
153 posts 15 snarkmarks Registered: Jan 28th 2004
I think those are "ducts" so to speak.
ducts as in air ducts in a castle...? heh
Re: Castle Posted by JFry on Mon Jun 21st 2004 at 7:31am
JFry
369 posts
Posted 2004-06-21 7:31am
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369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
you'll be glad they're there when someone farts.
Re: Castle Posted by diablo on Mon Jun 21st 2004 at 10:18am
diablo
189 posts
Posted 2004-06-21 10:18am
diablo
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189 posts 29 snarkmarks Registered: Oct 19th 2002 Occupation: Guitarist Location: Melbourne, Australia
Couple more screenshots. :smile:

User posted image

User posted image
Re: Castle Posted by Kage_Prototype on Mon Jun 21st 2004 at 10:33am
Kage_Prototype
1248 posts
Posted 2004-06-21 10:33am
1248 posts 165 snarkmarks Registered: Dec 10th 2003 Occupation: Student Location: Manchester UK
too..much...brick...choke...

windows, please. Those walls are too plain and...bricky...
Re: Castle Posted by diablo on Mon Jun 21st 2004 at 11:18am
diablo
189 posts
Posted 2004-06-21 11:18am
diablo
member
189 posts 29 snarkmarks Registered: Oct 19th 2002 Occupation: Guitarist Location: Melbourne, Australia
Kage_Prototype said:
too..much...brick...choke...

windows, please. Those walls are too plain and...bricky...
I'll get around to it :razz:
Re: Castle Posted by fishy on Mon Jun 21st 2004 at 12:58pm
fishy
2623 posts
Posted 2004-06-21 12:58pm
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
i was looking at the stairs that run up the side of the wall, and i thought of a way that should help lower the r's, and add some detail at the same time.

i made some screenshots in hammer to help me explain. the first one shows how the stairs look to be made at the moment.

User posted image

my idea involves turning the stairs around a bit, until they sit like this

User posted image

now make a cylinder under the stairs

User posted image

dont worry about the points on the cylinder being line up on the grid. the cylinder is only for reference.

the next part is where the r's should get lowered. streach the steps down , and using the vertex tool, line up the bottom face of each step along the guideline of the arch. make sure that each block lines up smoothly with it's neighbour, as that's where the r's will get lowered.

User posted image

delete the cylinder.

now you should have less faces showing, and a nice (?) arch to boot.

User posted image
Re: Castle Posted by Cassius on Mon Jun 21st 2004 at 5:11pm
Cassius
1989 posts
Posted 2004-06-21 5:11pm
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1989 posts 238 snarkmarks Registered: Aug 24th 2001
Kage_Prototype said:
too..much...brick...choke...
So what you're saying is you choked on brick? HAHAHAHAHAHAHAH

Nice map Diablo, but if you're going to use stone get a better texture than that. Also, I think you'd have to weigh about three tons to require a chair with that thick a back.

If r's get too out of hand, use a model for the steps, or a texture that looks like them.