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> Winchester Pub, Still early, but making progress..
Zuwahmbi
Posted: February 02, 2005 12:34 am
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But white liiiines... blow awaaaay..

This post has been edited by Zuwahmbi on February 21, 2005 03:51 pm
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OMEGA5.1
Posted: February 02, 2005 12:41 am
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select the wall entity and click "to world"
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Zuwahmbi
Posted: February 02, 2005 01:16 am
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Blow!

This post has been edited by Zuwahmbi on February 21, 2005 03:51 pm
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UndeadDuck
Posted: February 02, 2005 01:23 am
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Looks great! can't wait to see the finished product


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MadMax_FMM
  Posted: February 02, 2005 05:33 pm
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Really nice touch! Please mind the r_speeds, because i see lot's of w_poly objects!
It would be a shame if you get r_speeds of 2000+! wink.gif


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Zuwahmbi
Posted: February 02, 2005 06:22 pm
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Er... yeah. I'm getting as high as 2512 w_poly's in places. That's not good, is it?
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MadMax_FMM
Posted: February 02, 2005 08:02 pm
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QUOTE (Zuwahmbi @ Feb 2 2005, 07:22 PM)
Er... yeah. I'm getting as high as 2512 w_poly's in places. That's not good, is it?

ohmy.gif blink.gif That is FATAL! 1200 is the absolute limit! Argh... ok, some tips to reduce the polycount:

- simplify 3d_objects or use 3d_mapmodels (for example for the chairs, tables or lamps)

- every brush that connects another brush (for example chairs ---> floor) splits it up into several polygons; transfom those bruhes (chair & table legs) into "func_wall"-entities to avoid splitting other brushes up.

- reduce stuff and (as i've mentioned before ^^) SIMPLIFY objects biggrin.gif

- do a FULL COMPILE with VIS and check the r_speeds again


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>> "Sie bildeten junge Männer aus Bomben auf ihre Häuser zu werfen; aber sie verboten ihnen das Wort FUCK auf ihre Maschinen zu schreiben... weil es obszön ist. - FREI ZITIERT NACH F.F.COPPOLAS APOCALYPSE NOW" <<

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Shoot_me
Posted: February 02, 2005 08:46 pm
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Also, try testing your map with the variable gl_wireframe set to 1 or 2. That way you can see how the brushes are being cut up by the compilers.

For instance.

(gl_wireframe set to 1)
Here is an example of a brush coming into contact with the floor. It cuts the floor brush up at various angles and adds to the wpolys.

user posted image

If you look at the lockers in the image below, you'll see that they don't split the floor brush up any more than it already is. Since they're one unit (in QuArK) above the floor there aren't any intersections and this saves on wpolys. Though, if you were going to use these objects to do VIS blocking, they would have to touch the floor.

user posted image

(gl_wireframe set to 2)

If you want to see if too many sections of your map is visible from one location (to reduce wpolys) you can use gl_wireframe 2 to see just how much overdrawing (right term?) is occuring. So, you're be able to see a wireframe of EVERYTHING that the engine is rendering. Even polys in other rooms etc.

user posted image


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zombieslaya
Posted: February 02, 2005 08:56 pm
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just a question, is it possible that i could beta test this map? would be cool if i could, i usually have some things to sy about the maps in bb.


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Zuwahmbi
Posted: February 02, 2005 09:26 pm
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Well, 4thidUSA is/are already testing this map, and helping me with any problems I'm having... also, I don't want to just hand out my .rmf file to anybody who asks. I should have a raw map out soon, with no missions, to test the gameplay and all that crap.

The only problem I'm currently facing (with the gameplay) is that my initial idea of having the zombies come in through the doors doesn't exactly work like I hoped it worked. They don't really "pour" in so much as trickle vaguely inward very slowly. The only way I can think to fix this is to insert several side rooms that they can pour in from, and/or make the map smaller so the zombies become "aware" of the players without players having to stand right in front of the doors. Or, make the zombie spawns inside the main damn pub area, something I hope I don't have to resort to.
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zombieslaya
Posted: February 02, 2005 09:44 pm
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one way to fix that would be to put some marines just inside, they will come in faster if there is something for them to attack. also i was just asking if i could have a compiled .bsp map i could walk around in, maybe could find some places where zombies were ablse to come in faster.


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Shoot_me
Posted: February 03, 2005 12:05 am
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Put some zombie spawns around the door (inside the pub) but deactivated until it's time for the zombies to break in. Also, try putting an info_node inside the pub opposite the doorway (and a couple outside) to give the zombies an invisible path to follow. Though, the marines REALLY like to use this as well.


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Zuwahmbi
Posted: February 03, 2005 03:16 am
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Hmm, actually, that might be kind of neat to have a info_node outside, then have the marines randomly charge headfirst into the zombie mob. But more than likely I'm not going to have to worry about marines, as I don't plan on putting any in. It's a small map, again, so getting mauled by zombos isn't as big a pain in the ass as it is on most other maps.

Also, folks, I appologize for not having at least 3 versions of my map out by this point, as is the case with most WIP maps. I still have a strange problem with fake walls lingering after breaking, and of course the r_speeds. 4thidUSA is working on the fake wall bit, then I'll have to fix those r_speeds and uncooperative zombies before any playable version is out. Just hang tight.
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Shoot_me
Posted: February 03, 2005 03:37 am
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You're not using func_breakables are you? Even when you trigger them (only calling them via a trigger object to be broken, not shooting etc.) then you'll run into problems. Use a func_wall_toggle along with a shooter and ambient_generic.

The func_wall_toggle actually dissappears once removed, the shooter will spit out the wall/glass/etc. gibs and the ambient_generic to make the sound of whatever it is that breaks.


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Zuwahmbi
Posted: February 03, 2005 05:25 am
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Actually, I was using func_breakable. Thanks for the info, I'll give that a try. Now on to the r_speeds.

A couple of questions (please answer in non-jargony Standard English):

What are 3d_mapmodels?

How do I "simplify" an object? (I'm thinking of "simplifying" the fruit machine by deleting it completely)
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