Clipnodes
#2688 posted by Jago on 2004/10/17 14:05:37
Now you've lost me. My understanding was that clip brushes are used to force the players/monsters to not reach specific areas in a map. What else do clip brushes do? Sounds like I am missing something here...
Well,
#2689 posted by necros on 2004/10/17 14:08:48
well, say you have a big swath of terrain. this terrain is bumpy and lumpy. all these angles take up clipnodes.
now, you put a big clipbrush over all the terrain. that means in hull1 and hull2 (but not hull0) the terrain is completly filled in where the clipbrush is, therefore less clipnodes are required.
same goes for details in walls and floors that the player can never get to anyway. you can always clip those to reduce clipnodes.
Jago
#2690 posted by aguirRe on 2004/10/17 14:27:38
You've mixed up clip brushes and clipnodes. The former are what you manually put in the map to block (or help) player/monster movements.
The latter is automatically generated by qbsp when transforming your map into a bsp that the engine can load. As necros points out, the more complex geometry, the more clipnodes. However, you can use clip brushes to reduce # clipnodes by doing what necros describes.
Check out my ToolTips document at http://user.tninet.se/~xir870k . There is more info regarding clipnodes and hulls.
Clip Brushes
#2691 posted by Mike Woodham on 2004/10/17 18:49:55
Just to support what is being said, fmb100 was tens of thousands of clip_nodes over the limit. If you have a look at the .map file you will see that I have some massive clipbrushes over the tops of the terrain that I thought players would not want to climb over, and also over some of the fancy ceiling areas. If you walk about on the roofs of the buildings you will hit some clipbrushes.
Clip_nodes are now just over 31K and therefore not causing a problem.
Maybe A Wad Toppic Question...
#2692 posted by madfox on 2004/10/17 22:34:02
I downloaded Texmex and am trying to convert the Tenebrea textures for Quake1 to Quake2.
As I converted the *.pgn textures to *.wall, all the maps I try to compile shut down of a GLQuake error.
How do i convert these textures to a Quake2 wad?
Uh Oh 2...
#2693 posted by necros on 2004/10/19 12:22:37
marksurfaces... these are visible faces, right?
i'm guessing 51k marksurfaces is too high to run in glquake?
also, visleafs @ 9200 (8192 (?)limit): will performing a level 4 vis reduce these? (it's only fast vis atm)
lightmaps: at 78 atm. limit is 64(?)... how would i reduce these? is my only option to remove lights?
I Can't Say
#2694 posted by aguirRe on 2004/10/19 13:43:42
exactly what marksurfaces are, but in normal engines they cannot exceed 32k without trashing internal heap memory with more or less random/erroneous results.
Vis leafs in excess of 8k will most likely crash normal engines and running fast/fullvis doesn't matter; map complexity is the problem.
As for lightmaps, check out my ToolTips doc. Exceeding 64 will immediately generate the dreaded AllocBlock: full error in most GL engines. Removing lights won't help at all; it's the total size of visible faces together with texture scaling.
If you send me the zipped map+wad, maybe I can see if there are any easy ways to cut down on the numbers.
Looking For Some Mapping Articles...
#2695 posted by Jago on 2004/10/19 21:51:02
I wonder if anyone here happens to know of any mapping articles/guides/etc which deal specifically with creating "situations" and interesting gameplay moments in 3D games?
Fuck...
#2696 posted by necros on 2004/10/19 23:32:43
the map isn't even passed half done yet. :(
i guess there's no real point in your taking a look at it since it will obviously need to be split into two maps.
Necros,
#2697 posted by Kinn on 2004/10/20 03:44:41
lol, how many brushes just out of interest?
Jago
#2698 posted by R.P.G. on 2004/10/20 10:11:11
None that I know of. I usually find that it's best to just sit down and brainstorm. Look at other cool situations for reference (Kell has had some nice ones).
Not that my maps usually have interesting situations, mind you. Probably the most interesting gameplay in could.bsp was the slanted crate.
AguirRe
#2699 posted by Kinn on 2004/10/20 14:42:59
I have a suspicion that you may not be receiving some recent emails of mine. Did you get today's mail?
Yes
#2700 posted by aguirRe on 2004/10/20 14:55:09
I got one, but I found the reply a bit odd; it seemed to refer to an earlier mail today that I probably haven't got. Please re-send if in doubt.
AguirRe
#2701 posted by Kinn on 2004/10/20 16:47:31
done.
Packet Overflow
#2702 posted by JPL on 2004/10/22 07:29:51
I'm about to release a new map, but I'm currently fighting with packet overflow message during the game, that "troubles" sound rendering... I know it comes from the sound channel limitation of the engine, due to too much thing to perform...
So my question is: while a map without monsters is clean (no problem), how can I prevent packet overflow troubleshooting after I added monsters ?? Is there a method, or something to check in order to prevent this fucking problem ??
Bleh
#2703 posted by Vondur on 2004/10/22 07:32:15
more proper visblocking, less monsters, less ambient sound sources...
JPL
#2704 posted by Kinn on 2004/10/22 08:09:10
If you've fullvised your map, then you've got a problem - it you haven't fullvised yet, then don't worry about it just yet.
Kinn
#2705 posted by JPL on 2004/10/22 09:00:02
For the moment I just fastvised the map (fullvised preview test ran at least for 10 hours /8( ...) so, if you're right, and I guess you are, the problem will "self-disappear"... cool...
Thx
RPG,
#2706 posted by HeadThump on 2004/10/22 15:32:03
just a wild out of nowhere guess, is could.bsp named after that most awesomest tune in the Alice in Chains discography?
HeadThump
#2707 posted by R.P.G. on 2004/10/22 15:47:54
I shall quote:
This map is dedicated to all that could have been, but never was, and all that should have been, but never will be.
ohmigosh so goth.
The Map Is On My Drive
#2708 posted by HeadThump on 2004/10/22 16:08:19
but somewhere a long the line I've erased the text file. many apologizes
JPL,
#2709 posted by HeadThump on 2004/10/22 16:10:45
the general level design advice you are looking for can be found here: http://www.planetquake.com/QuakeLab/QuakeLab2/articles.htm
Lights
#2710 posted by Speed on 2004/10/23 01:59:12
any1 got experience of lighting level with lights that go thru walls? (any geometry)
can have omni and spotlights and define radius
Speed
#2711 posted by R.P.G. on 2004/10/23 07:59:28
That happens in old compilers before the community coders fixed it.
From your post it's unclear if you're experiencing a problem or if you actually want to achieve this effect.
#2712 posted by Speed on 2004/10/23 12:21:10
looking for recommendations, preferably from someone with experience (maybe someone made levels for engines where light doesnt cast shadows?)
and forget about quake plz, its for another game
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