Any NS2 information released yet?
Ikaros
Join Date: 2009-03-02 Member: 66606Members
I've searched the website and used google to search for information regarding entity and grid rules for NS2 but I haven't found any, so far I guess it will be like regular source mapping, using the CSS player height as a layout when making ventilation shafts. Since I don't have internet at home as of now, I haven't gotten the chance to tell you I've moved my project to source. And I've moved my project to source since it's easier for me to design my map there, I don't know why. I guess it's because I'm more used with source's func brushes. But!
Has any information been given as to (e.g.) how many units a skulk will be in height; for making ventilation shafts? How many units the Onos will be in width; to make hallways more user friendly for them? How many runtime entities we can use? (Because I guess that will be somewhat limited.)
I have SO many entities I don't even think I can count them all, a lot of env_, func_, info_, and props_ (sprites, transparent brushes, decals, pipes and ropes).
I could ask a friend of mine that works on the sdk for valve about entity rules but, I don't want to bother him all the time. We already spent all last night talking about nodraw (I'm a nodraw freak, every time I make a new brush I make sure that it's in nodraw, then later I add regular textures to all VIS-ible surfaces. To make it more neat and tidy looking from the void, and make it easier to spot gaps, glitches and leaks. I also used to think all textured surfaces would be rendered under compiling and gameplay, and that by using nodraw on these surfaces would help save texture space but I was wrong since bsp.exe makes sure all non-visible surfaces gets "removed" under compiling. Sorry, I'm rambling...)
Thanks again.
- Ikaros
Has any information been given as to (e.g.) how many units a skulk will be in height; for making ventilation shafts? How many units the Onos will be in width; to make hallways more user friendly for them? How many runtime entities we can use? (Because I guess that will be somewhat limited.)
I have SO many entities I don't even think I can count them all, a lot of env_, func_, info_, and props_ (sprites, transparent brushes, decals, pipes and ropes).
I could ask a friend of mine that works on the sdk for valve about entity rules but, I don't want to bother him all the time. We already spent all last night talking about nodraw (I'm a nodraw freak, every time I make a new brush I make sure that it's in nodraw, then later I add regular textures to all VIS-ible surfaces. To make it more neat and tidy looking from the void, and make it easier to spot gaps, glitches and leaks. I also used to think all textured surfaces would be rendered under compiling and gameplay, and that by using nodraw on these surfaces would help save texture space but I was wrong since bsp.exe makes sure all non-visible surfaces gets "removed" under compiling. Sorry, I'm rambling...)
Thanks again.
- Ikaros
Comments
So until more information is released, all we can really do is wait.