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Post Posted: 10 Aug 2010, 23:41
Post Posted: 11 Aug 2010, 02:06
Post Posted: 11 Aug 2010, 03:46
Post Posted: 11 Aug 2010, 07:55
Mman wrote:What does not using them too prolifically mean? Is it something like all solid for cubic brushes and semis for things that make lots of cuts (like arches) or that cut into complex geometry?
Hellscrag wrote:Proph: Aside from the additional zones bug, which I was already aware of and which is easily detected and fixed, I don't recall anything you told me dissuading me from thinking that semisolids are the way to go.
WhirlWindWabbit wrote:I would like to thank you all for your generous input on the matter of brushes, but I think I did not explain properly why I was asking about nodes and semisolids. You see, I've been working with UnrealEd for almost 8 years now, and I've pretty much got things covered concerning (semi)solids and the way (not) to use them. If a brush is complex - go with semisolids. Can the player walk on the brush/there is a bunch of brushes together - go with solids, as semis create weird zoning problems, plus you can easily fall through semis if they aren't built correctly. One exception are stairs, which I always make semi-solid for the insane amount of cuts a solid stair makes.But this was all besides the point.When I started building this pack, I had two maps in my mind. I've stayed true to my original idea, but I've had to split the first map into two parts because of the insanely high amount of nodes in the level. That was until yesterday, when I hit 68k+ nodes on a quick geometry rebuild (no optimization and no lighting), when I was forced to cut the map into two additional pieces. So, basically, the first map will be divided into three maps. Not because of its size, but because the complexity of the map forced the engine over the edge. On another note, I wish to just add that the map has not one BSP problem or a HOM yet. I really use as clean a geometry as possible. I just do not understand what it is in the level that is bumping the node count so much, as I m building this level as I've always built them, my Zephon work included.That is the sole reason for my growing interest in nodes and the nature of their creation/impact on maps. That is why I asked for advice, and that is why I would like to learn as much about them as possible Just to make matters crystal clear on how I am building the level:- 80% of the geometry is carved out using substracted brushes - I'm avoiding the "substract a cube and than add geometry back in" method. None the less, things need to be added back into the world to make it interesting,- so the remaining important 15% of the level is solid. This includes brushes that would otherwise create small zones within themselves, were they semi-solid. General rule of thumb I have is "if a brush is simple (e.g. cube-based), make it solid". Same goes for surfaces on which the player can walk,- next 4% of brushes are semi-solid. They are decorative brushes that are either too complex to be solid (e.g. made with the 2D shape editor - pure decorations), or are better of being semi-solid (again, the case with the stairs),- the remaining 1% are 4 brushes with 600+ polys each, which are added in the world as movers simply because they do not add to the node count and have nothing to do with the BSP.Also add a few non-solids in there and that is it (zone portals and a few flame brushes).
Post Posted: 11 Aug 2010, 08:27
Mman wrote:Mister_Prophet wrote:On Semi-solids, the truth is a little between what Hellscrag and Waffnuffly say. You should never use them prolifically (Mike, we've had this talk concerning some maps you've sent my way ), but disregarding them altogether is something I can't say is exactly wise. They have their place.What does not using them too prolifically mean? Is it something like all solid for cubic brushes and semis for things that make lots of cuts (like arches) or that cut into complex geometry?
Mister_Prophet wrote:On Semi-solids, the truth is a little between what Hellscrag and Waffnuffly say. You should never use them prolifically (Mike, we've had this talk concerning some maps you've sent my way ), but disregarding them altogether is something I can't say is exactly wise. They have their place.
UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.
Post Posted: 11 Aug 2010, 15:57
Post Posted: 11 Aug 2010, 16:05
Post Posted: 11 Aug 2010, 16:08
Post Posted: 11 Aug 2010, 16:13
Post Posted: 11 Aug 2010, 16:22
Post Posted: 11 Aug 2010, 17:44
Post Posted: 11 Aug 2010, 18:26
sana wrote:...meaning you could walk around on a giant FemaleOne! Hooray for that.
Post Posted: 11 Aug 2010, 18:44
Post Posted: 12 Aug 2010, 04:19
Post Posted: 12 Aug 2010, 11:31
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