Ns_arcturus
venomus
Join Date: 2002-11-16 Member: 8951Members
<div class="IPBDescription">screenshot megaspammage</div> Despite the constant battle against compile limits, and having to rebuild several chunks of the map after the editor corrupted it, here are some screens from the latest compile of Ns 'too fricken big for worldcraft' Arcturus .
To save loading time I have scaled the pics down and saved them as very low quality .jpg, so you'll have to use your imagination a bit <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Lets start off with this shot of the boarding torpedo. This is actually from an older compile, because I b0rked the sky naming on the latest version, resulting in a nice desert background <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
To save loading time I have scaled the pics down and saved them as very low quality .jpg, so you'll have to use your imagination a bit <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Lets start off with this shot of the boarding torpedo. This is actually from an older compile, because I b0rked the sky naming on the latest version, resulting in a nice desert background <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
Making stuff func_ilusionary or func_wall helps in almost all limits.
looks great.
In the meantime, here is a screenshot of a room somewhere:
you've got some great lighting going round that map, and the 2nd to last shot gives me a great idea for me own map <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
don't worry, it will be very different!
All around: WINNAR!
Making stuff func_ilusionary or func_wall helps in almost all limits.
looks great.</i>
Actually its just the clipnodes which are a problem ATM (I had to enclose some (unfinished) parts of the map with a big block <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> ). Cagey's tools help, but I will have to go on a clipnode execution campaign.
The plane limit problem has been nuked thanks to Cagey. FYI this latest compile used 65.9% of the new limit (131.8% of original limit).
Max_patches was another problem until I used -sparse (now I just have to put up with glacial compile times).
At the same time as keeping things within the limits, I'm trying to keep entity counts down to reduce lag. This is the reason for my many compile tool suggestions, because maybe with the right tools, you could eliminate the need for many of these 'compilation entities'.
Looking at the pics, I'm starting to think the lighting in them is better than in the actual map!
I raised the contrast in Photoshop for these screens, so maybe I should increase the gamma ramp in the map some more.
(making a clip brush ramp around ladders makes movement smoother and disallows building stuff there, too.)
transforming stairs into ramps gives back lots of clipnodes and w_poly, thats alwas a question between leveldetail/limits and performance.
Decreasing the overall inner level volume (making high rooms lower, making square rooms round) gives back a few clipnodes but kills skulk hiding places.
Transforming small (rotated) objects that lay on the bottom, and small wires/pipes into non solid (illusionary stuff) gives back LOTS of clipnodes.
although the textures welli allways loved custum textures <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
i just hit my goot and lsot my train of thought but it looks good
good job on it so far.
uh... omg... is that Unreal II I see?! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
WIN
WIN
WIN
WIN</b></span>
Good job.