Possible For Multi-level Map

SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
<div class="IPBDescription">With different stories</div> Just wondering. I understand the problems of placing items/buildings, but didn't know if there was some way to like see through the 2nd floor to see only the 1st floor.

I have no experience in mapping, this is just a question.

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    you can make a toggleable func seetrough + toggleable func wall with a big toggle button that just the commander can push to toggle between both.

    but you better dont build something on a toggleable bottom -> func nobuild and places that will not be toggleable to build on neded.
    And r_speeds will be really bad.
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    What is R_speeds? people use that all the time and i have no idea what it is? anyone care to explain?
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    r_speeds is simply the number of polygons onscreen. the more there are, teh slower everything is. People with good machines don't really notice, but people who haven't upgraded since half-life came out definately will. :P
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited January 2003
    the problem with the `ole HL engine is the calculation of what you can see and what not.
    the whole level you can walk in is split into volumetric "leafs" (parts of rooms) wich are connected to each other by "portals"
    thats what .bsp creates.
    .vis now checks what leafs are visible from any other leaf (-> vis matrix).
    the engine ingame draws any polygon of any visible leaf that you could see from the leaf you are standing in (180°) , no matter if you really can see it on screen. (hidden polygons).
    Most times the engine calculates 2-4 times more polygons than you really see.
    eter "gl_wireframe 2" [in gl-mode -dev -svcheats 1 singleplayer] to experience this.

    <b>the biggest problem is, that all compile tools (normaly) ignore all entities. -> doors and finc seethrough ... does NOT block vis!</b>
  • Sephiroth2kSephiroth2k Join Date: 2002-04-21 Member: 481Members, Constellation
    i dont map very well because i cant afford to spend time and stuff on it (maybe ill start) but what i gather from this is that if you have a wall, then it only calculates whatever is enclosed in that area. if you have a func door or something to that effect, the engine will draw everything in the room AND in the next room because of the func_door not stopping reading. what would be cool would be a custom vis program or whatever program would do this to include fun_doors or whatever as counting as a wall, if this were possible it would open limitless progression for maps, not having as many r_speeds as all. o and to see r_speeds type r_speeds 1. the 2nd number is what you are looking at.
  • InsaneInsane Anomaly Join Date: 2002-05-13 Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
    The ablilty to toggle between floors has been discussed, and Flayra decided not to implement it. It's not like NS really loses anything by not having level over level anyway. I mean, look at Bast and Hera, they both have plenty of height difference, but there is no level over level.
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    Just a thought, but if the dev team get round to implementing the Aliens v Aliens game mode, multi level maps will be perfectly possible...no commander = no commander view to worry about...
  • Odin_spainOdin_spain Join Date: 2002-11-21 Member: 9501Members
    ...I think 2 swichable floors view its good in some places, like when 2 corridors cross in differents planes, or when comm its in a elevated platform (like in ns_hera), or when a room floor its over "vents passages"... in lot of circunstances 2 floors suported can be useful.

    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=17808' target='_blank'>http://www.unknownworlds.com/forums/in...=ST&f=4&t=17808</a>
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