#8794 posted by necros on 2009/07/11 21:30:55
found something interesting out about the hipnotic rotating stuff.
had never noticed this before, but you can attach ANY entity to a func_rotating_*
as long as the entity's targetname matches the target field of the func_rotating_*, that entity's origin will be continuously updated to match the position and angles of the rotater. i haven't tried, but i suspect it may not work with bmodels because of the way quake handles those, but point entities (even monsters o.0) work.
i was able to build a func_rotating_train which had torches attached to it as it moved about.
the effect is kind of ruined if the rotater actually does rotate though, because the angles of the child entities aren't updated, only their positions.
#8795 posted by AEnoch on 2009/07/11 22:48:50
clip brushes would help with BSP times as it's already telling BSP what areas to not put hulls. Some of the best ways to avoid high vis times is to avoid small brushes, huge open areas, and overly complex geometry (which is boring to me.)
I've never really understood the entire fretting about vis time other than your giving up use of your machine while vis takes place. Why should it matter if it takes 1 hour or 1 day as long as the map has good game play, is built properly, and looks great?
Most people playing these maps aren't wondering how long it took to Vis. They're having fun hopefully.
Dear Programmers:
#8796 posted by grahf on 2009/07/11 23:05:02
Detail brushes have existed in Quake (1) for a long time.
http://quest-ed.sourceforge.net/files/mapc/qutils_2_src.zip
http://quake.chaoticbox.com/downloads/equakeutils.sit
It's a pity they've never been incorporated into more modern compilers, because they really do work to cut down vis times. I used pOx's eUtils quite a bit back in the dark days of mac quake editing. They even have nifty features the Quest tools don't, like non-solid detail brushes. So you can have your func_walls and func_illusionaries, but they still cast shadows etc.
AEnoch
#8797 posted by Lardarse on 2009/07/12 01:20:56
The problem is that, these days, people are making maps that don't so much take days to fullvis as weeks.
It wouldn't be so bad if this trend wasn't utterly unnecessary...
No Q1 Map
#8798 posted by ijed on 2009/07/12 02:25:16
I've ever made has taken more than ~5 hours to compile.
Someone's about to post a warp map compile of 6 hours to prove me a liar.
Remember that this is a mapping forum, on the mapping help thread - this is the place where we complain about vis times.
Yeah, But ...
#8799 posted by Ron on 2009/07/12 11:17:26
In reaction to post #8797 posted by Lardarse:
Yeah, but if someone was to come up with a decent map, about ID sized, who would take notice ?
If you look at the work of people like Ijed, Tronyn, CZG, Necros, Kona and Kell(to name a few of the best ever), it's almost all huge. And I like it.
ID's Quake was great, but what these people have made is so much better. Better even than all the crap games you can buy in the stores these days. Works of art that inspire people like me to try and come close to, even without having all the knowledge that they've got.
#8800 posted by JneeraZ on 2009/07/12 11:51:24
The size of the map shouldn't matter though. Proper construction and respecting the engine should result in reasonable VIS times. If you build a gigantic football field with bleachers, well, yeah, that will take forever to VIS but in my mind that isn't proper construction.
You can build a large map and still have VIS be reasonable.
Having said that, my current map is going to be a bastard once it's sealed. I've committed a lot of VIS sins and I know the VIS gods will punish me for it.
#8801 posted by JneeraZ on 2009/07/12 11:52:11
"Yeah, but if someone was to come up with a decent map, about ID sized, who would take notice ? "
A map the size of an id1 map that was nicely detailed and well put together would be well received I think. You couldn't duplicate the originals and get away with it anymore but that size of map isn't necessarily a problem, IMO.
Fuck Limitations...
#8802 posted by JPL on 2009/07/12 12:09:15
... do whatever you think is cool... And you end up in a 2 month fullvis map :P
#8803 posted by JneeraZ on 2009/07/12 12:15:24
I dunno. I guess I'm of the mind that you have to keep evaluating your 'return on investment'. A map that takes 2 months to VIS isn't necessarily 60 times better than a map that takes a day. It may just be built wrong.
Lack Of Skill / Knowledge
#8804 posted by Ron on 2009/07/12 12:36:36
I agree that lack of skill or knowledge is the bottleneck for people who start mapping. Even people who have been doing it for years could be making things more difficult for themselves without them ever knowing. That's why it is a shame that so many websites dedicated to map making are disappearing.
#8805 posted by spy on 2009/07/12 13:12:27
ID's Quake was great, but what these people have made is so much better
bear in mind that id's levels was made ~95/96, do you remember, any custom levels of such quality those years?
I'm With JPL
#8806 posted by Mike Woodham on 2009/07/12 13:41:07
If I build a map and people enjoy it, that's my return on investment (your pleasure is my pleasure, in a non-kinky way). I map for fun, not for money. My computer is not a 'resource', it's a hobby.
Sixty hour vis times is fine by me, I'll be doing plenty of other things in the foreground. So, time is not the issue: impatience might be.
#8807 posted by JneeraZ on 2009/07/12 13:44:23
*shrug* Sure, to each his own. I obviously map for fun -- why else would I be making Quake maps? There's no money in it.
Well
#8808 posted by ijed on 2009/07/12 14:02:56
I'm working on id1 remixes now and I find that everything gets slightly bigger - the originals feel very crampt by todays standards.
I tend to add lots more areas as well - my e3m3 is now around twoce the size but started off with a similar layout. I add the extra stuff just because it's fun to have.
A load of times in the id1 maps I'll come up to a dead end or a room just begging for expansion, and can't stop myself. Because it's fun :)
Still fullvising in under an hour in the above example.
#8809 posted by JneeraZ on 2009/07/12 19:29:47
Haha, of course, I get the map sealed and a full VIS takes 3 minutes. WTF?
See? You Got All Worked Up Over Nothing
#8810 posted by Orl on 2009/07/12 19:50:32
#8811 posted by necros on 2009/07/13 04:21:56
if a trigger_multiple killtarget's itself, is that the same as a remove() in a touch function? o.o
Necros:
#8812 posted by metlslime on 2009/07/13 08:44:07
killtarget is better because it sets the think function to SUB_Remove, which happens safely in the next think frame. If you remove() in a touch function it happens immediately, which could screw up the linked list of edicts, which can crash the engine.
#8813 posted by necros on 2009/07/13 20:20:52
thanks for explaining the difference :)
now an even weirder question:
is it ok to build outside the 4096 boundaries if the player is never supposed to get there?
i know from past experience that the visual component of the map will be visible if it's outside the 4096 cube. the only thing that's bad is that the moment the player's pov passes outside, he seems to 'loop' back to the other side.
but the actual collision will still be correct, it just looks as if you're on the other side of the map.
so if i built a sort of skybox (brushbox? o.0) outside the 4096 as pure decoration and clipped the boundaries of the playable area, would it break anything? i've never tried making a full map with a lot of brushwork outside the boundaries, just usually it's a few stray brushes because i was careless. :P
Necros:
#8814 posted by metlslime on 2009/07/13 20:30:00
it's something i've thought of doing too -- should work, as long as the player or entities or anything else but world brushes stay inside teh bounds (e.g. if you shoot a rocket out past the bounds, it will look pretty funny.
If entities/effects/sounds etc go outside the bounds, the only issue really is that they will be rendered in the wrong place. Server-side physics and movement and and stuff will still work fine.
Anyway, you could make a pretty cool horizon/vista out past the bounds, like a cityscape or mountains or whatever.
#8815 posted by necros on 2009/07/13 20:38:56
excellent! i wanted to make sure there weren't any kind of hidden engine glitches that would crop up.
there's still maybe a matter with vis.exe calculations? i don't know if it cares or not whether the pvs' it's calculating are within any boundaries or not.
Necros:
#8816 posted by metlslime on 2009/07/13 22:15:01
well, it's fairly untested ground, so there are no guarantees, but as far as i know, the only thing enforcing a +-4096 limit is the network protocol, so everything else should theoretically work with the larger space.
#8817 posted by necros on 2009/07/13 22:30:52
well, i decided to try it out, so i guess we'll see. o.o
i guess the good thing about it being purely decorative is that if it doesn't work, it's just a matter of deleting it without impacting gameplay.
#8818 posted by AEnoch on 2009/07/14 01:54:05
So if you go beyond the 4096 boundary do you come out the other side like in Pac-Man?
|