Large open spaces
Large open spaces
There are 13200 portals,so anyone with a fast computer could compile it much faster.
(one time i flagged the brushes as invisible "clip" and reduced the portals to 0,and it crashed again).
I dont know if it needs all these 13200 portals pre-calculated.
(one time i flagged the brushes as invisible "clip" and reduced the portals to 0,and it crashed again).
I dont know if it needs all these 13200 portals pre-calculated.
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- Underground_Lairs_1.jpg (24.73 KiB) Viewed 2179 times
Last edited by Veleran on Thu Sep 25, 2008 5:13 pm, edited 2 times in total.
Re: Anyone for testing a Level
You might want to consider splitting up that level into sections. 4 sections would be right for that. It's too large for the world editor to handle.
Many Bothans died to bring you this signature....
Re: Anyone for testing a Level
You mean four hollow boxes,or perhaps something else?
I wont use teleport.Can i place invisible non solid cubes of 1024 touching together?
Whenever i tried adding hint brushes,the geometry inside the hint brushes looked transparent,
Maybe i did something wrong.These hint cubes were nt hollow.
I wonder where must i place hint brushes.
Maybe the open space that the player can navigate is nt calculated correctly.
The preview starts,but as i start to rotate the view it shuts down.
I wont use teleport.Can i place invisible non solid cubes of 1024 touching together?
Whenever i tried adding hint brushes,the geometry inside the hint brushes looked transparent,
Maybe i did something wrong.These hint cubes were nt hollow.
I wonder where must i place hint brushes.
Maybe the open space that the player can navigate is nt calculated correctly.
The preview starts,but as i start to rotate the view it shuts down.
Last edited by Veleran on Thu Sep 25, 2008 3:13 pm, edited 1 time in total.
Re: Anyone for testing a Level
You have a lot of open space there. BSPs are not friendly with open spaces. That is more than likely why everything is so slow. I meant to physically split up the level into 4 BSP files and use ChangeLevel entities to switch between them.
Many Bothans died to bring you this signature....
Re: Anyone for testing a Level
It seemed a small space to me,but it is nt for bsp.
Last edited by Veleran on Thu Sep 25, 2008 4:26 pm, edited 1 time in total.
Re: Anyone for testing a Level
You are right-it is nt playeable.
I will start again from the begining with rooms and doors flagged as "area",so it will render only the room you are in.
I will start again from the begining with rooms and doors flagged as "area",so it will render only the room you are in.
Re: Large open spaces
Offtopic: looks nice!
Ontopic: Good luck!
Ontopic: Good luck!
Re: Large open spaces
The geometry in the pic has over 40000 faces,maybe it is too much.
Last edited by Veleran on Fri Oct 03, 2008 5:15 am, edited 3 times in total.
Re: Large open spaces
Maybe with 6000 portals and 50 lights it would work better.
Re: Large open spaces
I will better make several large rooms sealed with doors flagged as "area" and place inside staticmeshes,so the outer bsp room will be covered by the mesh-see the pic.
I will use the staticmeshes-even with no shadows,and i will wait for the better GND physics collision.
If you use snaps of 8-16-32 etc in the modeler you create the staticmesh,it will fit more easily to the Bsp door openings and room dimensions.
I know we need another editor that may not freeze when there are many polys,and also can hide from display groups of actors (specially if you use many monsters -a little like the old arcade "gauntlet").
You cant hide anywhere behind staticmeshes (actors dont block visibility) so the pawns always see you and run to attack unless there is bsp inbetween.
Notice the skull room in the top center:It has a door portal (right),to seperate the rendering of this room from the rest of the cave.
This way,more detail can be put inside the smaller room like furniture
and pawns.
You need to have lower poly LOD actors for the furniture,because when someone opens the door,the details will be visible from afar.
I will use the staticmeshes-even with no shadows,and i will wait for the better GND physics collision.
If you use snaps of 8-16-32 etc in the modeler you create the staticmesh,it will fit more easily to the Bsp door openings and room dimensions.
I know we need another editor that may not freeze when there are many polys,and also can hide from display groups of actors (specially if you use many monsters -a little like the old arcade "gauntlet").
You cant hide anywhere behind staticmeshes (actors dont block visibility) so the pawns always see you and run to attack unless there is bsp inbetween.
Notice the skull room in the top center:It has a door portal (right),to seperate the rendering of this room from the rest of the cave.
This way,more detail can be put inside the smaller room like furniture
and pawns.
You need to have lower poly LOD actors for the furniture,because when someone opens the door,the details will be visible from afar.
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- Cave_Staticmesh_inside_a_BSP_Room.jpg (35.3 KiB) Viewed 1912 times
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- Staticmesh-BSP-areas.jpg (40.16 KiB) Viewed 1914 times
Re: Large open spaces
I deleted the 40 spotlights and the Bsp map did nt crash.I used these spotlights just to light the dot3 actors,so much for bumpmapping..The 15000 portals did nt matter.
It works with one sunLight much faster than when using 100 small static lights.
It works with one sunLight much faster than when using 100 small static lights.