A Few Technical Questions And Suggestion...

ReeseReese Join Date: 2003-05-08 Member: 16143Members
edited October 2003 in Mapping Forum
<div class="IPBDescription">Ideas for the co_ map info_location prob</div> Ok, I know there's a "question and idea forum" that handles this, but most of these are mapping related anyways so i'd like to know what you guys think.

1) fullbright texlights: I am curious if this is a half life engine thing or a compiler assigns them this light value thing. In other words is it something XP-Cagey may be able to fix in "the great compile tool rewrite" ™.

2) info_location: Is it possible to alter this for level over level editing. Possibly with the following changes.
A) Renaming the keyvalues to [1]Location Name, [2]Location name, etc etc and using the floors and ceilings to determine the bounds.
B) Doing the same as above but putting in a [1]zbounds keyvalue that tells ns the exact z coordinates of the location.
C) Not turning the location name keyvalue into an array, but giving it the z bounds keyvalue so that multiple info_locations could be used to outline names for level over level design.

I think the third option might actually be the best in that regular ns maps could be incorporated into it with no changes whatsoever as long as the z bounds were an optional thing. The only problems I see with the second idea are that it takes time to code it and it only really works for level over level when the profile of the rooms in z-space is rectangular. A set of stairs, for instance, would still be bounded by rectangular info_locations, which would make it difficult if you were trying to identify them by the door they let out to.

*edit general speeling adn whatnto*

Comments

  • Evil_bOb1Evil_bOb1 Join Date: 2002-07-13 Member: 938Members, Squad Five Blue
    <!--QuoteBegin--Reese+Oct 8 2003, 09:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reese @ Oct 8 2003, 09:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1) fullbright texlights: I am curious if this is a half life engine thing or a compiler assigns them this light value thing. In other words is it something XP-Cagey may be able to fix in "the great compile tool rewrite" ™.
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Its a compiler thing. I know theres a project going on but i don't know where its at. You can always ask kungfusquirrel (eclipse , veil) as he is at the head (i think) of the project. Up to now its only been released to ns and nightwatch official mappers.

    For locations, at first there was a z value but it was taken out as there was no use for it (no level over level). this was done for server performance. bu8t its true that now with co_ maps it might have a new utility...
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    fullbright textlights?

    I think I get it, but, umm, yeah, not really. Help.
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    yoda:Ok, make yourself a sample area with a really big lighted texture right out in the open, but set it with a relatively low light value and have it as the only light in the room. (say around 4-500 as light value) Then load it up, look at the amount of light on the walls, then look at the lit texture and tell me if it isn't wierd.

    bob: Yeah, I figured that there was some kind of project going on. It always seemed like a compiler thing to me, was just wondering if anyone was going to be able to fix it.

    btw if anyone comes up with any other info_location fixes that they think will work then by all means spit it out.
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    info_locations could be made to function as they did in version 1 of NS in co_ mode, that would allow you to have level over level locations and still have meaningfull names on the HUD.

    in version 1 info_locations only showed their locations when you were actually inside them.

    ie: the top of the info_location brush was teh top of the location and the bottom of the brush was the bottom of the location.

    Of cpurse this caused some huge brush entitites, which was a problem with big NS maps, might not be such a problem with smaller co_ maps.
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    You're already testing submitted maps? which maps made it to tests?-)
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    if they are testing already, i would love to know if unknown made it. I doubt it cause I had a very simple layout, kinda like caged.
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