Worldmodels Thread.

DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
<div class="IPBDescription"> - link to cusomization</div> hey, just letting you know.

i'm putting al the ones that get done on my website... <a href='http://www.thrill2kill.com' target='_blank'>http://www.thrill2kill.com</a>
(go natural selection, then maps and reviews)


but you guys should know that you can request things, and check up on the progress... don't forget to include images and descriptions..


<a href='http://www.unknownworlds.com/forums/index.php?showtopic=64168' target='_blank'>Link To Thread</a>


also a trivial question to keep this thread alive... what texture should a wall-mounted monitor be themed/skinned with?

Comments

  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    edited February 2004
    Sounds like a good idea although I wonder if it would be possible to move some of these 'detail models' client side to help with the entity limit. It's already tough to balance it without having all these cool models to add.

    Edit: I was just thinking that most any of these models that are placed on the floor would have to interact with the player for collision detection so they would have to stay server side. Hmm :/ The entity limit can be such a bummer can't it.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <!--QuoteBegin-KungFuDiscoMonkey+Feb 27 2004, 11:28 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuDiscoMonkey @ Feb 27 2004, 11:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sounds like a good idea although I wonder if it would be possible to move some of these 'detail models' client side to help with the entity limit. It's already tough to balance it without having all these cool models to add.

    Edit: I was just thinking that most any of these models that are placed on the floor would have to interact with the player for collision detection so they would have to stay server side. Hmm :/ The entity limit can be such a bummer can't it. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    have a special entity be client side... made just for map models?

    ever think about it... and/or is it possible?
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    if you can do that does that mean you can have hi detail world models?
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    you can't do it though. Netcode isn't set up that way. The server insist on always knowing about anything that isn't mentioned in the mapping guidelines as an exception to the entity limit. (which basically amounts to player starts and unnamed point entities ) There is no way around it. It's unfortunate but that's how things are. Good luck trying to cram all these awesome worldmodels into your maps though...... maybe it'll finally make me better at brushwork instead of just func_walling to fix anything that's nasty.
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    Client-side world models are possible - DOD has them. Of course, they can't interact with other entities, so they have to be static .mdl's. That also means no collision detection so you have to use CLIP brushes to stop people going through them. They can be done, but it's a lot of work for the coder.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <a href='http://www.thrill2kill.com/ns/maps/maps.shtml' target='_blank'>Where I Am Putting Finished Models</a>

    keep checking up regularly, i'll be updating frequently.

    also, if you want to create map prefabs, partial maps and anything else, PM me, i'll find a space for it.
  • NaghaulNaghaul Join Date: 2003-03-24 Member: 14855Members
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
    I've been mapping for some time and I found that careful planning of map architecture can almost eliminate func_seethrough use... Although there are always those tight place that can make it hard to get to... like the resource on ns_hera.. the original.
    But any who! You can also use some old mapping skills and keep fracturing brushes like cylinders, 1 unit from walls, floors, and ceilings. Thus cutting down on use of func_walls.
    To better hide these small spaces, texture the ends with a ?null? and then make sure lights are far enough away that the shadows will hide the spaces!
    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> to some this is normal, and to others I can feel the lightbulbs! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
  • Jean_Luc_PicardJean_Luc_Picard Join Date: 2003-02-03 Member: 13051Members
    ANd I don't have a damned clue WHAT you are saying 0o" Lol, care to say it in English for us non-mappers?
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    Naghaul, are you sure you're talking in right thread? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • NaghaulNaghaul Join Date: 2003-03-24 Member: 14855Members
    well yes! I am writing in the right thread!
    I belive he was haveing problems with too many entiies... right.. and I find that too many mapper rely on func_walls to solve fractures ing the maps...
    A cylinder butting up does frature the surfice that it touches.
    and from what I can tell func_seethrough is used to often.
    Thats why old school mapping can fix new school mapping.

    1) Old school is to plan your maps.
    2) Build section by section for perfection.
    3) Master texture alinment.
    4) Practice good vis blocking.
    5) Go read all the tuts and mapping tips at
    <a href='http://collective.valve-erc.com/index.php?area=browse' target='_blank'>Collective</a>

    Thats just me helping you! Master what the Engine and the mapping tools can do.
    There is only one kind of bad mapper. One that dosn't read.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-Delarosa+Feb 27 2004, 09:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delarosa @ Feb 27 2004, 09:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->have a special entity be client side... made just for map models?

    ever think about it... and/or is it possible?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I'd love for future releases of NS to support client side models, sounds, static func_illusionaries for windows, etc... If Flayra and Max let me touch the mod code in the future one of the first things I'd investigate would be how to make the map limits less of an issue.

    If you search back far enough, I had a bunch of suggestions in March '03 for what I'd like to have added to the code for mappers in an <a href='http://www.unknownworlds.com/forums/index.php?showtopic=16953&hl=misc_model&st=64' target='_blank'>mapping request</a> thread that used to be stickied; that was long before I was working closely with the NS team on anything.

    It's not going to happen for 3.0 because the 3.0 client has been declared feature complete/bugfix only.
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    Excellent models, I'll be sure to use a few.
  • uffouffo Join Date: 2003-05-03 Member: 16026Members
    <!--QuoteBegin-Naghaul+Mar 2 2004, 11:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Naghaul @ Mar 2 2004, 11:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I belive he was haveing problems with too many entiies... right.. and I find that too many mapper rely on func_walls to solve fractures ing the maps... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You're right about that. I just got bit confused when you jumped out of nowhere and start talking about how to prevent fractions... in a worldmodel thread <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
    All cleared out now
  • NaghaulNaghaul Join Date: 2003-03-24 Member: 14855Members
    edited March 2004
    Right, world models, I figued by lowering Func_ entities, that one could lower the entities totals and could then inrease the number of worldmodels.. sorry I didn't claify....

    On an other thought.. you could try combineing func_enties togethter.. IE all func_walls in one room made into One. you can do this for Func_Wall, func Ilutionary, BUT not Func_ladder...

    that can help... but I think Illutionary get droped anywho!

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    The only things that get dropped for func_illusionary entities is the clipnodes. The entity still exists and sucks up CPU time. As far as I know, there's no way to move func_ entities to the client, so we're stuck with them. What can be done is moving .mdl entities (cycler-type things) and .spr (env_sprite/glow) entities to the client - DoD does this. It does, however, require coding on the client-side.

    Incidentally, I went through the entities in the standard NS maps and found that if client-entities like this were implemented, then ns_hera's entity count could be reduced by about 47. Lets hope this feature can be squeezed into the next client update <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    Could you guys post the models wich are completely done here? It would be way easier than searching for download url's in that other thread.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <!--QuoteBegin-Naigel+Mar 3 2004, 12:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Naigel @ Mar 3 2004, 12:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Could you guys post the models wich are completely done here? It would be way easier than searching for download url's in that other thread. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    hence the point of my webpage... (which i've posted in this thread twice)

    it might be slower updating than the forums, but it's more effective.
  • SamRSamR Join Date: 2002-09-30 Member: 1382Members
    Argh! All the photos are EVIL! look at them! <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
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