i mean you will see no fighting in there <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--Waechter+Jan 23 2003, 11:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Waechter @ Jan 23 2003, 11:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->i mean you will see no fighting in there <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> You will still see up to 32 ppl at once there, all running to the same points. Show me a battle that beats this.
Rarely do I ever see 32 people in a readyroom, usually its less than 16. Also there's no buildings, no network packets flying about for things like projectiles and traceline firing, etc.
The sky is the limit for the readyroom, my current readyroom is 1000 polygons and uses up 11% of the maximum planes. The only real consideration is to not let it go above 15% planes or 15% clipnodes, or you'll have to trim it back a bit to make room for the playable part of your map.
at the moment its 500 at the worst place and 300 in middel but the marines gate is still not done <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
what is the max for planes and where can i see it?
If you use zoners custom compilers together with the Batch compiler from nemesis (wich you should do anyway) you can have it spurt out a chart. if you look at the last chart it gives you the final amounts of importants things like, how much texture memory you have used, how much planes and nodes, patches etc. in general you will know how close you are to hitting a limit.
if you dont have batch compiler get it here <a href='http://countermap.counter-strike.net/Nemesis/batch.html' target='_blank'>http://countermap.counter-strike.net/Nemes...esis/batch.html</a>
and the zoner tools here: <a href='http://collective.valve-erc.com/index.php' target='_blank'>http://collective.valve-erc.com/index.php</a>
it doesn't really matter if the poly counts (be they from architecture or players) are a bit more anyway, because.. well.. its the readyroom... you aren't going to hurt anything :P
that being said, if the map is large it may be quckly approaching the max available clipsnodes or whatever limits there are, so you might not want to do things too intricitately there..
here's one tip: since its just the readyroom, and nobody will be climbing on the ceiling, using a lot of clip brushes to save clipnodes would probably be a good idea...
what the hell has a clip brush to do with clipnodes? i thought this was only for keeping players from moving in areas where they shouldnt go? please enlighten me! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
*EDIT*
ok i found it. that would be sweet but will this work in NS because of the skulks?
Comments
[edit]
*POST #300!!!!*
[/edit]
You will still see up to 32 ppl at once there, all running to the same points.
Show me a battle that beats this.
The sky is the limit for the readyroom, my current readyroom is 1000 polygons and uses up 11% of the maximum planes. The only real consideration is to not let it go above 15% planes or 15% clipnodes, or you'll have to trim it back a bit to make room for the playable part of your map.
but the marines gate is still not done <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
what is the max for planes and where can i see it?
if you dont have batch compiler get it here
<a href='http://countermap.counter-strike.net/Nemesis/batch.html' target='_blank'>http://countermap.counter-strike.net/Nemes...esis/batch.html</a>
and the zoner tools here:
<a href='http://collective.valve-erc.com/index.php' target='_blank'>http://collective.valve-erc.com/index.php</a>
that being said, if the map is large it may be quckly approaching the max available clipsnodes or whatever limits there are, so you might not want to do things too intricitately there..
here's one tip: since its just the readyroom, and nobody will be climbing on the ceiling, using a lot of clip brushes to save clipnodes would probably be a good idea...
*EDIT*
ok i found it. that would be sweet but will this work in NS because of the skulks?