Caged Mapping Problem

blobdoleblobdole Join Date: 2002-11-16 Member: 8942Members
edited August 2003 in Mapping Forum
<div class="IPBDescription">Wasn't quite sure where to post this.</div> Hey, now that alien abilities are kept in the ready room I was flying around Caged and noticed that there is a missing polygon on top of a pipe right near the marine team enterence. Hope this helps.
Blobdole



Edit: The missing polygon was in the ready room by the marine entrence, any lerk or skulk at the end of a match can get to it.

Comments

  • Carbon14Carbon14 Join Date: 2002-07-29 Member: 1025Members, Retired Developer
    You are going to be REALLY unhappy if you ever play my map then <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> Just about the back of every pipe is textured null to save on polies. I of course made sure that everything looks fine within the playable part of the map, but if you ever go spectating with free roam mode then things could get really dodgy.
  • Some_tall_guy1Some_tall_guy1 Join Date: 2003-05-22 Member: 16601Members
    These areas are simply to reduce r_speeds. By putting the null texture on a face it doesn't draw, lowering w_polys.
  • ZaziZazi Join Date: 2002-05-26 Member: 672Members, NS1 Playtester, Contributor
    Manah used the Null texture on just about as many faces as possible, since the plane count on Caged was being pushed. I also fixed up some other bugs for him, too... Holes in the map... Texture errors, the usual... But using the null texture whenever possible is usually a good thing and in practice by many mappers.
  • blobdoleblobdole Join Date: 2002-11-16 Member: 8942Members
    I understand, my clame is that it is now in a place where players can get to it.

    Before, it was impossible to see the top without some serious stacking of bodies, since the ready room didn't keep special abilities such as flight.

    Now, anyone who ended the game as a lerk, skulk, or JP marine can get to it and see those amazing no-refresh missing poly lines.

    It was the top of a pipe going sideways, a huge long rectangle, not a cap top that ends in a celing or another pipe.
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    Common misconception: Putting the NULL texture on faces the player will never see (or to be more exact, faces which the player will never see and whose normals point away from the player) reduces r_speeds. Only faces which point towards the player contribute to r_speeds, so the tops of pipes will probably never do that (except for the commander). What putting the NULL texture DOES do, however, is removes all the light patches on that face, which can be useful if your map is running low on light patches, but that's easily rectifiable in other ways as well.

    Personally I use NULL in place of all AAAtrigger textures, and on all faces of brush objects that the player doesn't see, because although he can't see them they are still drawn when facing the player. For example, for vertical moving doors I put the NULL texture on the sides and top of the door brush.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Zazi+Aug 11 2003, 12:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zazi @ Aug 11 2003, 12:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Manah used the Null texture on just about as many faces as possible, since the plane count on Caged was being pushed. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Null has no effect whatsoever on plane counts.
Sign In or Register to comment.