A few questions about spark/props/textures
I'm running build 151 and i cant test my map as i get a connection error. I also cant update as i've got a 200mb a day download limit and the fastest speed ive achieved on that is 10kb/s so forgive me if any of these questions are easily answered by getting into the game and playing.
<b>1. Tying geometry together or making faces separately?</b>
Is this entirely up to the mapper or is one way preferred because it affects performance less? I've tied everything together and removed every unnecessary edge, vertice and face.
<b>2. Model textures</b>
Is there anyway to access the textures the models use? I'd like to use a door that has been peeled open and have dents in doors
<b>3. Geometry vs props</b>
Other that taking longer, is there a downside to detailing using geometry as opposed to props?
<b>4. Skulk model</b>
If a vent is just wide enough to fit a skulk, will the model clip through the vent when he turns perpendicular to it? I have a pipe/tunnel that runs through a hallway and if a skulk model will clip through it when he decides to turn, then I'll have to adjust
<b>5. Sounds</b>
I have 2 rooms close together but not joined, how far apart do they need to be so that I can't hear through walls?
<b>6. Modelling programs</b>
I'm looking for a modelling program as simple to use as spark to make a few small props. Anything where i can draw single lines to make faces is perfect. Would prefer that there were 2D and a 3D viewport but i can manage 3D only.
thanks in advance for any help
<b>1. Tying geometry together or making faces separately?</b>
Is this entirely up to the mapper or is one way preferred because it affects performance less? I've tied everything together and removed every unnecessary edge, vertice and face.
<b>2. Model textures</b>
Is there anyway to access the textures the models use? I'd like to use a door that has been peeled open and have dents in doors
<b>3. Geometry vs props</b>
Other that taking longer, is there a downside to detailing using geometry as opposed to props?
<b>4. Skulk model</b>
If a vent is just wide enough to fit a skulk, will the model clip through the vent when he turns perpendicular to it? I have a pipe/tunnel that runs through a hallway and if a skulk model will clip through it when he decides to turn, then I'll have to adjust
<b>5. Sounds</b>
I have 2 rooms close together but not joined, how far apart do they need to be so that I can't hear through walls?
<b>6. Modelling programs</b>
I'm looking for a modelling program as simple to use as spark to make a few small props. Anything where i can draw single lines to make faces is perfect. Would prefer that there were 2D and a 3D viewport but i can manage 3D only.
thanks in advance for any help
Comments
Also you have my sympathies for that connection. Must suck.
You may as well make the vent big enought for two skulks to pass eachother so players can pass each other.
Sound occlusion through walls is being worked on, there is no total occlusion in yet, you can control max distance a sound can be heard from on each sound entity you place is its fully in your control what you can heare from where.
You can actually use spark to model stuff up because you can export to .obj and then use any prefered program to finnish it off/texture it.
Is this entirely up to the mapper or is one way preferred because it affects performance less? I've tied everything together and removed every unnecessary edge, vertice and face.<!--QuoteEnd--></div><!--QuoteEEnd-->
It shouldn't make any performance difference, but you should avoid tying things together where possible, as it will make it easier for you to edit your map later on.
<!--quoteo(post=1813763:date=Dec 6 2010, 04:53 AM:name=Loey)--><div class='quotetop'>QUOTE (Loey @ Dec 6 2010, 04:53 AM) <a href="index.php?act=findpost&pid=1813763"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>3. Geometry vs props</b>
Other that taking longer, is there a downside to detailing using geometry as opposed to props?<!--QuoteEnd--></div><!--QuoteEEnd-->
Only insofar as it will be less detailed (as the props all have their own custom textures). The engine doesn't really treat them differently in terms of performance.
<!--quoteo(post=1813763:date=Dec 6 2010, 04:53 AM:name=Loey)--><div class='quotetop'>QUOTE (Loey @ Dec 6 2010, 04:53 AM) <a href="index.php?act=findpost&pid=1813763"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>4. Skulk model</b>
If a vent is just wide enough to fit a skulk, will the model clip through the vent when he turns perpendicular to it? I have a pipe/tunnel that runs through a hallway and if a skulk model will clip through it when he decides to turn, then I'll have to adjust<!--QuoteEnd--></div><!--QuoteEEnd-->
I think it would need to be wider.
<!--quoteo(post=1813763:date=Dec 6 2010, 04:53 AM:name=Loey)--><div class='quotetop'>QUOTE (Loey @ Dec 6 2010, 04:53 AM) <a href="index.php?act=findpost&pid=1813763"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><b>6. Modelling programs</b>
I'm looking for a modelling program as simple to use as spark to make a few small props. Anything where i can draw single lines to make faces is perfect. Would prefer that there were 2D and a 3D viewport but i can manage 3D only.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'd suggest Sketchup.
Sketchup texturing and collada exporting is weird as it doesn't use an UV map though, for modeling simple stuff it is awesome to use though. I wish SparkE would get up to that level for it's geometry :P
<!--quoteo(post=1813858:date=Dec 7 2010, 02:08 AM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Dec 7 2010, 02:08 AM) <a href="index.php?act=findpost&pid=1813858"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can't yet make skins for models, You can download a DDS file format plugin for Photoshop from nVidia as well as other related tools for the .dds format
You may as well make the vent big enought for two skulks to pass eachother so players can pass each other.
Sound occlusion through walls is being worked on, there is no total occlusion in yet, you can control max distance a sound can be heard from on each sound entity you place is its fully in your control what you can heare from where.
You can actually use spark to model stuff up because you can export to .obj and then use any prefered program to finnish it off/texture it.<!--QuoteEnd--></div><!--QuoteEEnd-->
i was thinking more along the lines of gun fire/people running around not entities. last time i played i could hear stuff through walls although im a few versions behind and this might have been fixed already
I don't know if anyone else is having the same problem, but it seems that the latest build auto-welds vertices?
Some of the faces that I made separately are somehow now tied together... Anyone know if it's a bug or a feature? :(
IIRC in hammer you were always asked before merging vertices :)
<img src="http://img262.imageshack.us/img262/7697/examplejs.jpg" border="0" class="linked-image" />
it used to be a bad practice to be able to see from 1 room to another because of hlvis, is it still bad with the spark engine, taking into account the engine still needs to be optimized? i could vary the dimensions so you cant see room to room but i would still like to see a decent distance through the glass windows as a sense of early warning of whats up ahead
Is this entirely up to the mapper or is one way preferred because it affects performance less? I've tied everything together and removed every unnecessary edge, vertice and face.<!--QuoteEnd--></div><!--QuoteEEnd-->
As mentioned, it is easier to change things, when everything is seperate.
On the other hand I think it is very annoying to have multiple vertices/edges at one spot, when you want to select and transform stuff and it's even worse, when you try to draw additional lines.
Get familiar with the powerful extruding mechanic and with all the possibilities how to alter geometry and which one is best to use in certain situations like extruding, moving vertices/lines/faces, scaling certain lines/faces to get the desired shape of a "brush", and more.
There are always seemingly unneeded faces/lines that actually make it a lot easier to alter the shape of geometry, so don't be so eager to delete stuff unless it somehow badly affects the flow of the map.
I try to make a rough layout with a lot of seperate faces, and after that you can extrude some faces for more detail or to make room for props.
That way the more detailed geometry is tied together and easier to copy&paste or transform, while it's still easy to change the room layout.
my paint skills are somewhat lacking so i wasnt able to draw the exact layout
is there something equivalent to an r_speed limit that i should take into account when creating rooms and corridors?
<!--quoteo(post=1815047:date=Dec 12 2010, 12:30 AM:name=pSyk0mAn)--><div class='quotetop'>QUOTE (pSyk0mAn @ Dec 12 2010, 12:30 AM) <a href="index.php?act=findpost&pid=1815047"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As mentioned, it is easier to change things, when everything is seperate.
On the other hand I think it is very annoying to have multiple vertices/edges at one spot, when you want to select and transform stuff and it's even worse, when you try to draw additional lines.
Get familiar with the powerful extruding mechanic and with all the possibilities how to alter geometry and which one is best to use in certain situations like extruding, moving vertices/lines/faces, scaling certain lines/faces to get the desired shape of a "brush", and more.
There are always seemingly unneeded faces/lines that actually make it a lot easier to alter the shape of geometry, so don't be so eager to delete stuff unless it somehow badly affects the flow of the map.
I try to make a rough layout with a lot of seperate faces, and after that you can extrude some faces for more detail or to make room for props.
That way the more detailed geometry is tied together and easier to copy&paste or transform, while it's still easy to change the room layout.<!--QuoteEnd--></div><!--QuoteEEnd-->
i actually find it easier to modify when everything is tied together. if i need to add another face to, i draw a line to cut the existing face in half and then move.
i rarely use the extrude tool, most of the time i'll copy and paste edges, then link them with the line tool. now that i think about it id say i make the majority of my geometry using copy and paste and the line tool. its alot slower which is why i dont have much to show but it fits in with my method of linking everything together which i wanted to check wasnt a bad thing now that ive got some rooms and a plan for a map
ive also found that when i link everything and i need to modify vertices/edges/faces which in turn delete a face, that face is easily re created because there are no edges on top of edges
When you tie and draw everything together, you can't just move certain parts without ruining adjacent geometry and texture alignment.
As long as you only keep together what belongs together, it less of a problem to change things, but there again the issues with overlapping vertices/lines come in play.