Re: Castle
Posted by ReNo on
Sat Jun 19th 2004 at 12:36pm
Posted
2004-06-19 12:36pm
ReNo
member
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Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
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
Posted
2004-06-19 12:39pm
1614 posts
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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 scary_jeff on
Sat Jun 19th 2004 at 5:15pm
1614 posts
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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
153 posts
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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
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I think those are "ducts" so to speak.
Re: Castle
Posted by JFry on
Mon Jun 21st 2004 at 7:31am
JFry
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you'll be glad they're there when someone farts.
Posted
2004-06-21 10:33am
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Dec 10th 2003
Occupation: Student
Location: Manchester UK
too..much...brick...choke...
windows, please. Those walls are too plain and...bricky...