Ready Room
Andos
Join Date: 2003-10-17 Member: 21742Members
<div class="IPBDescription">Top down view on map</div> Hey. While testing my map i suddently discovered that a sky brush doesn't block VIS but still is solid (prevents leaks)
So i could see the map there was below me like from a commander view. I thought that I could use this for a cool readyroom-room where you can see the entire map and stuff. Do you like this idea for a map? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I haven't tested it yet so i don't know if you can see the marines and alines as well. That would be cool. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
It would run very slow if everything was visible s I think it's best to isolate that top down view in another room so people who is in the main ready room would not get slowdowns.
So i could see the map there was below me like from a commander view. I thought that I could use this for a cool readyroom-room where you can see the entire map and stuff. Do you like this idea for a map? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I haven't tested it yet so i don't know if you can see the marines and alines as well. That would be cool. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
It would run very slow if everything was visible s I think it's best to isolate that top down view in another room so people who is in the main ready room would not get slowdowns.
Comments
Whats your map of tho? Space ship/station? On a planet? My point is, you'll be able to see around the outsides of the map too, surely? For a ship/station thats fine; just space...But if its on a planet you'll need a LOT of ground around it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Mebbe. Whatever. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Yesterday i made a really cool ready room and i thought this could be a cool extra observe match thing. Everything seen from above <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
It would be cool if 'observe match' was like commander mode where everything was visible.
Are there any way to raise the VIS precision? Just for a final map compile a more accurate VIS would raise the fps if big areas of the map aren't rendered.
btw i haven't fully got the idea of hint brushes even after some tutorials. A tutorial showing me different pictures with a good sign or bad sign next to it, would help me. I'm not english so i have some smaller difficulties understanding some parts of the tutorials. And no, i haven't found anything map related on my own language about hint brushes so far...
Thanks all.
Thanks all. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
If you use the func_wall reflective floor effect I reckon it would look pretty nice, as it would smooth of the routh edges and look like its actually a top down view. Its a good idea. Try it out in hammer, put a screenshot here and see what it looks like <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I'm intrigued now.