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Large open spaces
Posted: Thu Sep 25, 2008 5:07 am
by Veleran
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.
Re: Anyone for testing a Level
Posted: Thu Sep 25, 2008 2:34 pm
by paradoxnj
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.
Re: Anyone for testing a Level
Posted: Thu Sep 25, 2008 2:54 pm
by Veleran
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.
Re: Anyone for testing a Level
Posted: Thu Sep 25, 2008 3:13 pm
by paradoxnj
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.
Re: Anyone for testing a Level
Posted: Thu Sep 25, 2008 3:28 pm
by Veleran
It seemed a small space to me,but it is nt for bsp.
Re: Anyone for testing a Level
Posted: Thu Sep 25, 2008 4:07 pm
by Veleran
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.
Re: Large open spaces
Posted: Wed Oct 01, 2008 9:32 pm
by Matte
Offtopic: looks nice!
Ontopic: Good luck!
Re: Large open spaces
Posted: Thu Oct 02, 2008 11:22 pm
by Veleran
The geometry in the pic has over 40000 faces,maybe it is too much.
Re: Large open spaces
Posted: Fri Oct 03, 2008 4:37 am
by Veleran
Maybe with 6000 portals and 50 lights it would work better.
Re: Large open spaces
Posted: Sun Oct 05, 2008 9:24 pm
by Veleran
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.
Re: Large open spaces
Posted: Tue Oct 21, 2008 3:42 pm
by Veleran
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.