Detaching Faces

JJGJJG Join Date: 2012-08-06 Member: 154859Members
edited October 2014 in Mapping
Hello, I just recently started with the editor, and would have a quick question.
Question: Is it possible to detach a face or multiple faces from a bigger group.

And a different question thats currently not important for me, but might be later. Is it possible to write your own shaders for custom materials and pack them into your level?
To create for example water, etc?

Any help is appreciated and thanks in advance.

Comments

  • SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    edited October 2014
    The only way I know of to detach faces is to select them and cut paste.

    Yes you can create shaders and use them in materials. And if you ever need the source for anything just ask.
  • JJGJJG Join Date: 2012-08-06 Member: 154859Members
    edited October 2014
    Alright, I have one more question that is related to the map I want to create. I have been getting kind of bored with all the indoor gloomy space station maps, so I want to try to create an outdoor environment. I read that the occlusion culling culls any object after 45feet regardless of occlusion. Is this distance based on the pivot of the object, or the actual mesh?

    Edit: I realize that these question deverge quite a bit from the original topic of the thread, I hope thats ok?
  • SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    edited October 2014
    I have no idea but I'd guess that it's the origin. People have tried outdoor maps before and they only work if you can't fly above or see the whole level. You can get away with some things but you just have to be very careful/clever.
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    JJG wrote: »
    Alright, I have one more question that is related to the map I want to create. I have been getting kind of bored with all the indoor gloomy space station maps, so I want to try to create an outdoor environment. I read that the occlusion culling culls any object after 45feet regardless of occlusion. Is this distance based on the pivot of the object, or the actual mesh?

    Edit: I realize that these question deverge quite a bit from the original topic of the thread, I hope thats ok?

    I don't think the occlusion culling is responsible for the max draw distance. If I'm not mistaken, objects pop out of view after that distance because of the relevancy. (ie the server doesn't want to keep sending network updates to this player for this object since it's so far away, it's probably not relevant).

    To clarify, you can make as long of a draw distance as you want... the limit is ridiculous, it's only the ENTITIES that will pop in and out of existence. Geo and props will always be there.
  • JJGJJG Join Date: 2012-08-06 Member: 154859Members
    Alright then! With that information I shall start building my map. Let's see if I can see this through, and dont just leave this unfinished.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    There was an "outdoor mapping guideline" on here somewhere, things to keep in mind in general as Spark is quite similar to goldSRC in terms of visblocking and of course Natural Selection tipsNtricks... I'll go find that one real quick :)

    Google > Search function = http://forums.unknownworlds.com/discussion/62266/ns-outdoor-mapping-guidelines-rules

    Also the movie Face Off vs this thread is epic stuff :P
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