H-Hour
-
Content Count
512 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Calendar
Posts posted by H-Hour
-
-
Had to post again to say that shot of the dome and towers looks really really great. I'm noticing the crescent and the speakers. The composition just fits for all the elements and works well for the shot. It just "feels" right.
-
Not sure if this is what you're asking, but, for example, if I put a box on the ground and want to delete the face that is against the ground (and unseen), then I right-click>Convert To:>Convert to editable mesh. Then in my modifiers list I can select Editable Mesh and I have selection options for Vertex, Edge, Face, Polygon and Element. I select Polygon, and then I click on the face I want to delete in my perspective viewport. Then I hit delete, it brings up an are-you-sure? prompt. Click ok and the poly is deleted.
That's in response to san's question, btw.
-
Looks great! Love the lights on the dome.

So, did you make the flags trees?
-
Good news!
-
If there are no doors, only open spaces, what exactly is the problem you're having? You've explained everything you've done, but not what the actual problem is.
-
-
Ok, all seems to be functioning correctly. I redid all the portals with single plane rectangles and I have no visual mishaps. I also redid my sherman level boxes so that they weren't overlapping and that may have helped.
I left the windows above the door (with pt), and haven't experienced any problems. Any idea how I might trigger the problem? If I can't find a problem with it I think I'll just leave it as it's fairly important from a gameplay perspective.
Thanks again guys. Sorry to waste your time on such a stupid mistake.

-
OOHH!! OOOOOOOOOOOOOOOHHHHHHHH!!!!! hehe... Ok.
Allright. Well, I'm gonna redo all the portals before wasting any more of you guys' time. Thanks again. I'll probably be back soon when I get them redone.

-
Ok, another question. Seems like this portalization has gone terribly wrong. I looked at some RSE maps with the transitions on. Anyway, my transitions are not covering the whole entrance. Every portal covers about 2/3. I'm thinking it isn't just human error because every portal covers that. Would this have anything to do with my non-rectangle openings? As you can see in the shot above, I've got arched cielings. I've build the portals to be arched (3 segments) and cover the exact area, but it looks like one segment is maybe not being calculated properly as a portal.

Any idea about this?
Ok, Deleyt. I can make that change. I have already named them with the pt prefix. So does this mean that I can never have a window directly over a door on a map? I've got several of those...

-
El Oso, forgot to answer your questions.
No, nothing is showing up bad on export.
Yes, rooms are disappearing upon entering. Some rooms disappear upon entering, other rooms are not visible until entered, other rooms are not visible and when entered are still not visible.
-
Ok, so does this mean I'm screwed here:

From what you said, Deleyt, it sounds like this is going to cause problems because,
a) the upper portals are only 1m apart and
b) the upper portals are directly on top of the lower portal on the XY plane.
I just want to make sure I understand that correctly because that means I'm going to have to make some changes to my map structure. Am I right?
Also, I've never used the show Transitions thing in Igor. What all should this be showing? Currently it's showing my sherman transitions and several of my portals. Am I to understand that the portals it is not showing are not functioning correctly?
Some of the time path links go through the transitions and other times they don't, but there aren't transitions everywhere I put a portal. I am assuming that whenever my path links don't go into a room there is a problem, I'm just trying to decide whether I should pay more attention to what transitions are or are not showing or what portals do not have path links through them.
Thanks again guys.
-
Ok, this sherman level bounding box thing could be the problem. Can no two sherman level boxes overlap anywhere (either vertically or horizontally)? Or is the problem just when sherman level boxes overlap vertically?
Thanks for the tips guys. I'm working on it now and the speedy replies are very helpful.
-
Ok, so I just got done putting all of my bits and pieces into about 30 rooms and setting up my portals, except tons of them are showing up bad. I thought I'd heard something about how if you go through one bad portal then other portals will seem messed up or something. Is this true? Do you guys have any tips on identifying which of my portals are causing the problems?
Thanks.
-
Yes, it makes sense. And I'm glad it was tested. Thank you Deleyt.
I'm working on a CQB map with about 30 rooms and all of this information and discussion has been really helpful.
-
I agree with Biro's suggestions. Those changes will really help make this map more playable and useable. If you look in the downloads section there are actually quite a few new maps, but most of these are almost never used. Changes like Biro described will help make your map more desirable both to play and to use.
-
I just downloaded to check and the RAR file looks like it's got all the files in it, map, mission, etc.
-
Well, here's my thinking behind it:
Let's say no occluders are used. Now the engine has to figure out what polys to render and what polys to hide from one single location, facing one direction.
When you use one occluder, the engine now has to figure out what polys to render from that one location and direction. Then it has to figure out a new angle based on the player's view of the occluder and subtract those polys within that angle.
Now, most of the FPS hit is based on polys rendered, but it does take power to run the new calculations. So with a few occluders it's no big deal. But if you've got 50 occluders, I'm thinking all those calculations might bog down the map some.
Here's a visual example of how the complexity increases:

I guess it's obvious the validity of this theory hasn't been tested. I just don't know how much resources it takes for the engine to calculate for each occluder.
-
Looks fantastic Deleyt!
-
Yeah, if there's one thing I learned while looking for pics, it's that there really isn't a uniform lighting style on those towers. Kind of whatever looks best I think.
-
-
Loot, I'm not sure about all the file name requirements for Mac compatibility, but we'll definitely release a ZIP of it.
Is there anything else you guys need to make it Mac compatible?
-
Nice Papa. Looks much better with the detail texture!
-
Do you guys know if there's any performance hit for calculating what is or is not behind the occluder? If there were tons of occluders all over the map, might it be counter-productive, with the engine slowing down to process each occluder?
I guess I'm wondering if it's a good idea to use these as often as you can, or if you should limit them to major vis-blocking features of the map or particularly poly-heavy areas.
-
Tactical Gamer 3.1 Update
The TG Mod crew is excited to start showing you guys some of the stuff we've been working on. This update is going to be more then just an update, with brand new maps, gametypes, missions, weapons, and more.
The TG Mod has always been a mod dedicated to team-oriented MP play, both adverserial and coop, though most of the content in the past has also been available in SP modes. Here's a little of what you can expect from the update.
Scriptable Objects
We've all been scripting on the same maps for so long, we've decided to create a lot of objects that can be scripted into missions, placed anywhere on the map. We've got things like sandbags, computers, towers, barbed wire, crates and more to help spice up your missions. We've also got placeable mine objects and an auto-turret that can be a real pain to take down. This should hopefully allow scripters to expand objective options on maps and alter the layout and movement possibilities pretty easily.
Click images for large versions.
Perimeter defenses that can be placed anywhere on the map.
Weapons
The past TG mods have gotten us pretty squared away on guns, but we'll be adding a couple twists. We've got an M79 grenade launcher with timed grenades, so you can have the distance when you need it and still bounce them around corners when you get in close. We're also developing top-secret stealth technology know as the "Porta-Bush" for you snipers.

Maps
We've also got quite a few maps in development. We're going to be creating some new CQB maps as well as a couple large, full maps. Most of them are in early development stages, but here's some of what we've got so far.
This baby's coming along quite nicely, with several chambers, and three levels. This should be quite fun for some good CQB TvT.
This map is going to have a lot of variety, with an airport, shipping depot, beach, dock, bridge and rolling hills and cliffs.
Heavy forests, big hills and a small enemy encampment, this map has reached beta stage and is ready for scripting.






White-Skull Valley
in GR - General Mod Topics
Posted
384kb/sec. Sweet!