mgs

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hike1
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mgs

Post by hike1 »

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.
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ZenBudha
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Post by ZenBudha »

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.
hike1
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Post by hike1 »

That map is getting 60 FPS on an athlon 2400, nvidia 5700, you just have to put a clip at 1500, and block the view past 1500.
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ZenBudha
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Post by ZenBudha »

Well if there is no corridor longer than or room wider than 1500 that is ok. However you never want to clip the players view and let the player know you are clipping it.

Still though thats pretty impressive.
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Post by Guest »

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.
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