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Zuwahmbi |
Posted: February 02, 2005 12:34 am
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Experienced Killer ![]() ![]() Group: Members Posts: 60 Joined: December 01, 2004 ![]() |
But white liiiines... blow awaaaay..
This post has been edited by Zuwahmbi on February 21, 2005 03:51 pm |
OMEGA5.1 |
Posted: February 02, 2005 12:41 am
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Real zombie Nemesis ![]() ![]() ![]() ![]() Group: Members Posts: 309 Joined: December 03, 2004 ![]() |
select the wall entity and click "to world"
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Zuwahmbi |
Posted: February 02, 2005 01:16 am
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Experienced Killer ![]() ![]() Group: Members Posts: 60 Joined: December 01, 2004 ![]() |
Blow!
This post has been edited by Zuwahmbi on February 21, 2005 03:51 pm |
UndeadDuck |
Posted: February 02, 2005 01:23 am
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![]() Real zombie Nemesis ![]() ![]() ![]() ![]() Group: Old BB:S Betatesters Posts: 322 Joined: December 04, 2004 ![]() |
Looks great! can't wait to see the finished product
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MadMax_FMM |
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![]() Overlord! ![]() Group: IronOak Leaders Posts: 1337 Joined: July 14, 2002 ![]() |
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+! ![]() -------------------- >> "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" <<
Leader Staff - IronOak Studios: "PERSONAL ONLINE PORTFOLIO" http://www.ironoak.ch/MM "PE - THE DARK FUTURE" http://www.ironoak.ch/PE "BRAINBREAD - MUNDUS VULT DECIPI" http://www.ironoak.ch/BB |
Zuwahmbi |
Posted: February 02, 2005 06:22 pm
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Experienced Killer ![]() ![]() Group: Members Posts: 60 Joined: December 01, 2004 ![]() |
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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![]() Overlord! ![]() Group: IronOak Leaders Posts: 1337 Joined: July 14, 2002 ![]() |
![]() ![]() - 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 ![]() - do a FULL COMPILE with VIS and check the r_speeds again -------------------- >> "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" <<
Leader Staff - IronOak Studios: "PERSONAL ONLINE PORTFOLIO" http://www.ironoak.ch/MM "PE - THE DARK FUTURE" http://www.ironoak.ch/PE "BRAINBREAD - MUNDUS VULT DECIPI" http://www.ironoak.ch/BB |
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Shoot_me |
Posted: February 02, 2005 08:46 pm
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
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. ![]() 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. ![]() (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. ![]() -------------------- Still mapping away!! |
zombieslaya |
Posted: February 02, 2005 08:56 pm
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![]() Zombie Hunter ![]() ![]() ![]() Group: Members Posts: 178 Joined: January 20, 2005 ![]() |
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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Experienced Killer ![]() ![]() Group: Members Posts: 60 Joined: December 01, 2004 ![]() |
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. |
zombieslaya |
Posted: February 02, 2005 09:44 pm
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![]() Zombie Hunter ![]() ![]() ![]() Group: Members Posts: 178 Joined: January 20, 2005 ![]() |
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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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
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.
-------------------- Still mapping away!! |
Zuwahmbi |
Posted: February 03, 2005 03:16 am
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Experienced Killer ![]() ![]() Group: Members Posts: 60 Joined: December 01, 2004 ![]() |
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. |
Shoot_me |
Posted: February 03, 2005 03:37 am
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![]() Last hope of Mankind ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 592 Joined: December 29, 2004 ![]() |
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. -------------------- Still mapping away!! |
Zuwahmbi |
Posted: February 03, 2005 05:25 am
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Experienced Killer ![]() ![]() Group: Members Posts: 60 Joined: December 01, 2004 ![]() |
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) |