Ns_hera top down wc view
Merkaba
Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
<div class="IPBDescription">If anyone is interested.</div>The layout is 90% finished, but I still have to detail some areas on the left.
For viewing ease, I have hidden all hints, all clips, all point entities and all brush entities.
This takes up the entire WC grid.
Also, I wouldn't use this picture as a way to tell how you should place brushes...first, its not very accurate, and second, my method of placing brushes uses up way too many planes <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
For viewing ease, I have hidden all hints, all clips, all point entities and all brush entities.
This takes up the entire WC grid.
Also, I wouldn't use this picture as a way to tell how you should place brushes...first, its not very accurate, and second, my method of placing brushes uses up way too many planes <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
Comments
Oh alright I'll save you the bother - there are 4836 brushes currently.
<img src="http://planethalflife.com/awmaps/pics/tortuosity_topdown.jpg" border="0">
62% planes. That's with many level-over-level areas, too. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> (Of course, it's not quite as spread out on the grid as the original... and it is a symmetrical layout... Eh, ok, so it's not really worth noting.)
It's great to look at this Hera layout and actually be able to figure out which areas correspond to which areas within the map. I'd like to see something like this of Bast if Relic gets a chance. I'll be sure to post one of Eclipse when I get done. In fact, I'm also going to look in the direction of Yamazaki, Manah, and Ken on this one... I love seeing in-WC grid shots of maps. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
<!--EDIT|KungFuSquirrel|April 21 2002,00:28-->
At any rate, that pic isn't the purpose of the post... Just an example of what brush conservation can do for you. <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
/me shoves the direction of the thread back towards Merk's layout.
I've never been able to work with 'em...I also can't work with VIS colours for lines, I fidn it easier to work with white. Any my grid is darker...
Anyway, err yea...cool layout <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> I am currently scannign through hera looking for ways to lower the plane count. It's not going badly.
/me looks around innocently
I mean, I could, you know... <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
No... I don't know <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
And Merk, your walla seem awfully thin but then, who am I to comment on your mapping style, so long as it works? <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
I can't imagine the up_regime grid...'Mofo went out of planes before finishing it! <!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->
probably cs_regime...
<img src="http://csnation.counter-strike.net/barney/personal/block.jpg" border="0">
[edit]That's working now, sorry[/edit]
<!--EDIT|ChromeAngel|April 22 2002,20:06-->
/me falls off his chair
Wha??? You mean in rooms that are right next to each other and have the same wall length?
Not only are you barking up the wrong tree, you're in the wrong forest :]
EVERY side of EVERY brush in the world, regardless of whether or not it is culled in the BSP process, generates a plane. The trick is to build your map so that brushes use up the same planes as much as possible. I believe Relic25 posted up a diagram on the boards somewhere showing what is meant by this, but I can't find it right now.
Do larger brushes increase compile time? Or r_speeds? What if you're trying to use one brush for, say, the floor in two rooms that are a pretty good distance apart. Is this a good idea?