Infestation Technique...
WarpZone
Join Date: 2002-11-03 Member: 6264Members
<div class="IPBDescription">Fleshy flaps provide cover AND ambiance!</div> Watch as I make this rectangle SCARY! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
"In this picture, there are four skulks and a lerk. None of them can be seen."
"In this picture, there are four skulks and a lerk. None of them can be seen."
Comments
Go me.
also, how is that for r_speeds? lowers them> I might use this for my new hive in 2wad
amckern
also, how is that for r_speeds? lowers them> I might use this for my new hive in 2wad
amckern <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
It depends on how you use them, of course. If you make them block the view between two doors, it will lower r_speeds. If you put them all over the inside of your hive room, it will raise r_speeds. It only takes 8 triangles each to draw them, though, so if your r_speeds are already acceptable, it should be fine.
also, how is that for r_speeds? lowers them> I might use this for my new hive in 2wad
amckern <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It depends on how you use them, of course. If you make them block the view between two doors, it will lower r_speeds. If you put them all over the inside of your hive room, it will raise r_speeds. It only takes 8 triangles each to draw them, though, so if your r_speeds are already acceptable, it should be fine. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Sexc, I am so using that!
~ DarkATi
amckern
but if they are solid poly-brushes, then it will probably only increase the rspeeds due to the, cutting the floors and walls up a damn lot <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Func_Train.
~ DarkATi
but if they are solid poly-brushes, then it will probably only increase the rspeeds due to the, cutting the floors and walls up a damn lot <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Make all walls that these "flaps" touch Func_Walls, no more chopping of the walls!
~ DarkATi
but if they are solid poly-brushes, then it will probably only increase the rspeeds due to the, cutting the floors and walls up a damn lot <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Make all walls that these "flaps" touch Func_Walls, no more chopping of the walls!
~ DarkATi <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Ehm... not quite. Turning the walls the flaps touch into func_walls kinda defeats the purpose of making the flaps vis blocking. Not to mention the fact that it'll make your map leak.
Besides, even if the flaps are solid worldbrushes, they won't help vis much because they don't obscure all that much.
Making them func_wall (and the unseen faces NULL textured) will probably hurt your r_speeds least, but you'd miss out on the shadows. Of course you can use the zhlt_lightflags for that, but that seriously increases compile times.
Perhaps it's best to make them not entirely opaque and solid, using a func_illusionary and some of the { alien textures.
The only way they'ed lower r_speeds is by vis blocking, and in that case, you're looking at splitting the floor up from one polygon into 3-5 polys, and saving <i>a couple hundred</i> of polies because you can't see <i>an entire section of the map</i> anymore. But even that will only work in those rare instances where your flaps together completely block the view. Not likely to happen in a straight hallway.
If you want to make them pulse or animate, there are a couple things you can do. If you make a duplicate infestation texture and name it laser_infest in the wad file, that will do something interesting when you put it on a world brush. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> You could also save the texture as a BMP, port it into milkshape, and create a model that will flex and stretch in the game! Awesome! Except... it won't block gunfire.
There is no need to start a ridiculous and lengthy debate over whether or not adding flaps to your map's infested areas is <i>efficient</i> or not. I'm just saying, it <i>looks cool</i> and it <i>enhances combat.</i> Use them sparingly in areas near hives where you can afford the etxra detail and where you want gurellia-style cover.
"In this picture, there are four skulks and a lerk. None of them can be seen." <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
O.M.G. LMAO!
Nice effect, better quote!