I loved mining the crap out of the entrance to the marine start.... very fun........... <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
Yeah it was also fun as a skulk. Marines would slap a few mines around the entrance, and I'd do some fancy footwork to get around them... eat the ip... 'rines would rush back... meanwhile my teammates would take back mess hall... (usually I blew up or got own3d by the comm) Sneaking through minefields was so much fun.
TalesinOur own little well of hateJoin Date: 2002-11-08Member: 7710NS1 Playtester, Forum Moderators
edited January 2004
Minor update: WolfWings has been in a car accident. He's dealing with the aftermath (paying for repairs) and a medical bill.
Needless to say, he isn't going to be able to work on Nancy. However, he did explain what needed to be done.. changing his custom NULL brushes on the ceiling/walls/a few floors (previously used for skulk walking) to clip-brushes (since Skulks can walk on them in 3.0). Something he'd intended to do with a text editor, but is confident that it shouldn't be too much of a problem to convert the brush types. He didn't think any optimizations would be needed (or doable by him, thanks to the VHE/GTK thing) beyond changing those brushtypes and throwing it through a hard-compile.
<!--QuoteBegin--JezPuh+Jan 2 2004, 11:25 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JezPuh @ Jan 2 2004, 11:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm worried about WolfWings more. How is he? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Ya same.
Anyway... I'll try to convert it to clip brushes and do the finishing things. :[
Hey, he is already paying the bills! And Talesin would surely have told us if he was hurt badly. Wouldn't you? Well, WolfWings that was not a happy new year, but I wish you a 'gute Besserung'! (what's this in English?)
<!--QuoteBegin--NerdIII+Jan 2 2004, 07:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NerdIII @ Jan 2 2004, 07:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hey, he is already paying the bills! And Talesin would surely have told us if he was hurt badly. Wouldn't you? Well, WolfWings that was not a happy new year, but I wish you a 'gute Besserung'! (what's this in English?) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> It's german for "good improvement". Or "Get well" better translated.
TalesinOur own little well of hateJoin Date: 2002-11-08Member: 7710NS1 Playtester, Forum Moderators
No, no real injury, it's just that he has a bit too much on his plate to deal with. Has to pare things down, and honestly, this is almost done (as noted, it shouldn't be too much work just to change the brush types) so is one of his lower priorities.
<!--QuoteBegin--Talesin+Jan 3 2004, 12:11 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Jan 3 2004, 12:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No, no real injury, it's just that he has a bit too much on his plate to deal with. Has to pare things down, and honestly, this is almost done (as noted, it shouldn't be too much work just to change the brush types) so is one of his lower priorities. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> so let lazer finish it. AND FAST!!!!!!!!!!!!!!!!!!!!!1111111111
Ya ya I'm trying but you have no idea how hard lowering r_speeds is. I'm gonna shoot another build Flayra's way soon and see what he says. It should have some reduced r_speeds and better lighting. Hopefully he'll accept it this time.
<!--QuoteBegin--kann_nix+Jan 3 2004, 07:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kann_nix @ Jan 3 2004, 07:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Talesin+Jan 3 2004, 12:11 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Talesin @ Jan 3 2004, 12:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No, no real injury, it's just that he has a bit too much on his plate to deal with. Has to pare things down, and honestly, this is almost done (as noted, it shouldn't be too much work just to change the brush types) so is one of his lower priorities. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> so let lazer finish it. AND FAST!!!!!!!!!!!!!!!!!!!!!1111111111 <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Dude, get off their backs man, done when it's done. They can deside when they finish it.
r_speeds have been reduced quite a bit now. I'm still having trouble figuring out the right placement of hintbrushes to keep that hallways looking into mother interface from giving really high r_speeds. Anyone really good at hint brushes?
EDIT: Nevermind I looked at a few tutorials and I think I'm good to go. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--LagDemon+Jan 3 2004, 03:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LagDemon @ Jan 3 2004, 03:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What's current max rspeed? Inquiring minds wanna know! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> That's a good question too. The original nancy had r_speeds generally around 500-600 max. There were some places where r_speeds were higher though, and the max was about 950. If I can make this corner in the subspace hallway cap out at that I'll be happy, but I'm still getting in the 1000-1100 range at a couple of angles.
'r_speeds 1' is a console command of the HL engine that allows the mapper to check the speed-related data of the view currently drawn on the screen. There's multiple values there, but usually, people talk about the 'w_polys' ('w' for 'world'), which show how many solid polygons are currently being drawn. Average values pend between 400 and 600, [edit]700, thx ss[/edit] is the devteams official limit to r_speeds within official maps in possible combat zones. R_speeds above 1000 are generally considered a big no-no because HLs software mode can only draw that many w_polys.
Ok, so would I be good to go if for the most part r_speeds are generally below 600 throughout the map, 900 in corners of some of the most "revealing" areas and very rarely hitting 1000 in corners of bent hallways where hintbrushes just wouldn't be able to help?
Been working like mad. I have yet to go over 950 in first person mode in the most detailed and revealing of places. Commander mode cap is about 1050 in the most revealing places. Just checking back on a few things before I send to Talesin for a compile.
NS doesn't "officially" support software mode, so unless that has changed I wouldn't worry about being 50 over 1000 for rspeeds. I think the limits set by the NS team are more for speed's sake than anything else.
<!--QuoteBegin--Lazer+Jan 3 2004, 07:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lazer @ Jan 3 2004, 07:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Been working like mad. I have yet to go over 950 in first person mode in the most detailed and revealing of places. Commander mode cap is about 1050 in the most revealing places. Just checking back on a few things before I send to Talesin for a compile. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Some tips to help you reduce r_speeds, if you did'nt already do it is; first find the brushes that are being broken--use gl_wireframe 2. See which ones are being broken, look at the celing and floors--if you have brushes touching the floors, walls, or other brushes and see them breaking up, lift them off 1 unit from the ground, wall, or object.
If you already know this, then just ignore this post.
Hint brushes are useful, but don't always work well. I'm pretty good with hint brushes, but didn't ever really have to use them much in my experience mapping for HL.
Also, how big is your skybox outside of Rinestart? Did you try to just make the windows sky brushes instead of making a box like in the original?
Comments
Well, I hope so.
I loved mining the crap out of the entrance to the marine start.... very fun........... <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
Marine Start go BOOOM!!!!!
'twas a good time it was.
WolfWings has been in a car accident. He's dealing with the aftermath (paying for repairs) and a medical bill.
Needless to say, he isn't going to be able to work on Nancy. However, he did explain what needed to be done.. changing his custom NULL brushes on the ceiling/walls/a few floors (previously used for skulk walking) to clip-brushes (since Skulks can walk on them in 3.0). Something he'd intended to do with a text editor, but is confident that it shouldn't be too much of a problem to convert the brush types.
He didn't think any optimizations would be needed (or doable by him, thanks to the VHE/GTK thing) beyond changing those brushtypes and throwing it through a hard-compile.
THEN DO IT. AND DO IT FAST.
Ya same.
Anyway... I'll try to convert it to clip brushes and do the finishing things. :[
It's german for "good improvement". Or "Get well" better translated.
~ DarkATi
so let lazer finish it. AND FAST!!!!!!!!!!!!!!!!!!!!!1111111111
so let lazer finish it. AND FAST!!!!!!!!!!!!!!!!!!!!!1111111111 <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Dude, get off their backs man, done when it's done.
They can deside when they finish it.
EDIT: Nevermind I looked at a few tutorials and I think I'm good to go. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
That's a good question too. The original nancy had r_speeds generally around 500-600 max. There were some places where r_speeds were higher though, and the max was about 950. If I can make this corner in the subspace hallway cap out at that I'll be happy, but I'm still getting in the 1000-1100 range at a couple of angles.
R_speeds above 1000 are generally considered a big no-no because HLs software mode can only draw that many w_polys.
Some tips to help you reduce r_speeds, if you did'nt already do it is; first find the brushes that are being broken--use gl_wireframe 2. See which ones are being broken, look at the celing and floors--if you have brushes touching the floors, walls, or other brushes and see them breaking up, lift them off 1 unit from the ground, wall, or object.
If you already know this, then just ignore this post.
Hint brushes are useful, but don't always work well. I'm pretty good with hint brushes, but didn't ever really have to use them much in my experience mapping for HL.
Also, how big is your skybox outside of Rinestart? Did you try to just make the windows sky brushes instead of making a box like in the original?