Mapping Ns_nothing
0SdZ0Gectou4
Join Date: 2003-05-28 Member: 16806Members
<div class="IPBDescription">brush is "seperat"</div> Why ... another ?
I'am crying <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
after ns_caged is ns_nothing <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I'am crying <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
after ns_caged is ns_nothing <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Comments
*everyone looks like <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> *
...
its supposed to look that way so your game runs smoother. jeez...
PS: On the subject of removing doors for performance reasons... I think the removal of EVERY SINGLE DOOR (and the elevators) on Tanith was a bit toooooooo much. It really looks bare to me now. And it removes the element of "what's waiting behind dooooooor number 3 today?" Don'tcha think? Sure the weldable door by Fusion Hive (from cargo) was never used before... and maybe a couple for upped performance... but all of it...?
Anyone think the (hopefully quite uber) performance increase was worth it?
Not really...entities are limited in NS mapping, if he may have been near limits...
If it were me, I woulda just placed it flush with the wall and took the poly hit unless it added an ungodly amount.
The other supports are ok fine when not flush with the wall because theres no way for a player to see it, but on the corner like that is another story.
And to the topic starter...This is at least the second time people here have answered your (same exact) question, yet you dont seem to understand or care. If you arent actually interested in why maps have these "problems" stop posting about it just to complain.
I have around 400 entitys in my map(399, because the max is 400), is this bad? I mean, there are all func_walls or func_illussionarys, i only have a few doors(3) and 2 weldables.. that shouldnt be problem i think.
that denatures its serious
that denatures its serious <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Please. If something like that actually holds weight in your overall opinion of the mod...
There's no way in hell that was "mis-aligned" - I don't know a single person who actually works on anything smaller than a 4 unit grid for anything but detail work - and most I know stick to 8 or 16. Due to map limitations and other considerations in effect, it was done that way. Deal with it. It's not shoddy design, it's not incompetence, and in fact it's quite the opposite. Well done on Ken's part for making it work.
1 Unit, that is true, it is the smallest!! But here is my idea in a picture, hope you understand it!
On the left side you see how it is, on the right my version!!! It is with vertex manipulation, to make it looking smaller than 1 unit!! And yes, both things are from top, i think only mappers will understand this clearly....
that denatures its serious <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Ya know what...play games that are newer than 5 years old if it bothers you that much.
Its Half Life for crissakes.
I mean, there is a hole to oblivion in Cargo, Just a little, non-textured triangle, but that doesn't matter, because all the textures around it blend to make it seem like its not there when you first look.
I only found it when I was playing on some weird Japanese server at 4am, EVERYONE was ramboing, the comm turret farmed to hell and I couldn't understand anything.. so I stared at the the floor and there it was.
Does it matter that there is a floating block? No.
Does it matter that there is a hole to oblivion? No, as long as Cthulhu doesn't climb out.
It happens. Either because the flaw is too small to notice in comparison to the rest of the huge, detailed map, or it keeps the map playable on lower end computers. it happens.
I've generally heard from people's reactions to 2.0 that their fps has dropped considerably. Mine has dropped from 100 to an average of 70.
1 Unit, that is true, it is the smallest!! But here is my idea in a picture, hope you understand it!
On the left side you see how it is, on the right my version!!! It is with vertex manipulation, to make it looking smaller than 1 unit!! And yes, both things are from top, i think only mappers will understand this clearly.... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
We understand....but does it really matter to you guys that much? It's an incredibly simplistic trick that maximizes results.
of course, mapping nub that I am, I neither use Cagey's tools OR separate large brushes from the wall when I map. Perhaps this is because I don't actually <i>plan</i> on releasing anything <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
No really, I think removing all these doors for 'performance' reasons is laughable. NS 2.0 really increased the entity count by allowing turret spam and servers crash more often than on 1.0 with all its bug. This was really not thought out well imo. If you know the engine can only handle 1024 active entities why would you make buildings even cheaper??? Flayra even did something about the spawns so they don't count to the entities if I remember correctly, but the new gameplay makes all those optimizations useless <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
It would be Onos goring me in midair at Marine Start while flying around with a Jetpack,and I thought marine start areas were supposed to be marine friendly??(Veil comes to mind,the catwalk is troublesome for Onos to get in)
But then again there's the small catwalk that you can stay in,Onos can't get there <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->