Map Generator System? Can't find this on the net, but you can
make pretty nice corridors. I put in a couple of 3dt's examples,
his big 'sample' map leaks, many faces were set to mirror also.
In the screenie, the level parts are mgs generated, it doesn't
do elevator shafts.
http://terrymorgan.net/mgs.zip 1.2 MB
first feed it an mgs.ini that says
d:\progutil\quake\mgs\sample
or whatever you have, just save it as mgs.ini
next, give it an output. map that already exists, like make a copy of crate.map in the prefabs, name it cratenew.map,
then you can run your corridor scripts. It sticks the corridor onto the existing room in room2new.map.
I think he's using my housncit.3ds from 2 years ago. Anyway just in case I select all check them 'empty' deselect, select all check solid.
I had problems falling through the floor 2 years ago, this may be fixed.
mgs
mgs
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Neat Hike1. But after playing with RF enough I think there is just a certain way it likes it's maps constructed otherwise you get a pretty big performance hit.
Like I could build 3 levels that look identical. 1 might give 15fps another maybe 40fps tops and the final 60fps or better. The only difference really being between them is how I put the blocks together.
Which really I think has to do with preventing leaks while not allowing RF's lightmapping to cut any extra faces. Basically walls meet up with the floors edge so that there is no leak but the wall is not covering any of the floor and vice versa. Same with everything else.
I think this is also why it's best to put things at least 1 texel off the floor, or away from walls, etc.
Like I could build 3 levels that look identical. 1 might give 15fps another maybe 40fps tops and the final 60fps or better. The only difference really being between them is how I put the blocks together.
Which really I think has to do with preventing leaks while not allowing RF's lightmapping to cut any extra faces. Basically walls meet up with the floors edge so that there is no leak but the wall is not covering any of the floor and vice versa. Same with everything else.
I think this is also why it's best to put things at least 1 texel off the floor, or away from walls, etc.
That level leaked like a sieve, not from mgs but from my 'plug-ins', plus spazzing out with the mouse, not noticing when I
accidentally moved a brush. Plus I have to fix the leaks in 2 editors, Worldcraft, where I'm building it and World Editor 2 where I"m actually going to run it. Downside to these levels is
that every brush can be a leak point, not like big box levels.
accidentally moved a brush. Plus I have to fix the leaks in 2 editors, Worldcraft, where I'm building it and World Editor 2 where I"m actually going to run it. Downside to these levels is
that every brush can be a leak point, not like big box levels.