I have a request... I have been trying to make a support structure I have seen in a concept art I found on the web, but I just can't manage to do it succesfully. I think it should be rather simple really... the trouble is also that I want to have the same distance in the supports [as shown in the picture] and that the structure is also at an [I have chosen for 45 degrees] angle [Or should it be a bit more?].
Can someone make this? And/Or tell how it should be done (best with pics me thinks)? And/Or share the result with us all? I'm looking at the more experienced peeps ovehere who know how to get things done properly while taking into consideration the direction of the support beams in terms of texturing...
Thought I share this here (don't know if it's the good place though) as I hope to see the result here!!
*snip*
Hope to hear from you guys!! Greetings, Xtof<!--QuoteEnd--></div><!--QuoteEEnd-->
This is extremely un-detailed yet, but is this what your looking for?
<!--quoteo(post=1742441:date=Dec 4 2009, 11:10 PM:name=Daxx)--><div class='quotetop'>QUOTE(Daxx @ Dec 4 2009, 11:10 PM) <a href="index.php?act=findpost&pid=1742441"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is extremely un-detailed yet, but is this what your looking for?<!--QuoteEnd--></div><!--QuoteEEnd--> Well it certainly look like it... though the shape of the support isn't completly right, and it is just that what is the hardest part to do right in my opinion. In my opinion "Spark" isn't able to handle angles well, and more precisely moving the angles and increasing/decreasing them. Is that just me? or IS there a way to do just what I want much easier? In my opinion it takes an awefull lot of time to work with angles in "Spark" (most o the rest goes rather smootly I have to say). I wonder how you came to your result... and do the supports have the same sizes like I mentioned in my picture?
It is much more easier to work horizontally and vertically then it is when you are working with angles... I'm sure you guys know what I mean.
Greetings, Xtof
PS: if you have a result [that you are pleased with] you can allways post the level on <a href="http://ns2devs.com" target="_blank">http://ns2devs.com</a>
Rick wasn't sure what to expect, but it certainly wasn't an infestation of elves, a lighting malfunction and an overweight marine with a party hat and a non-regulation hair problem.
this is great.. i spent 40 mins just stuffing about.. this is what i got.. not bad for a first time! <a href="http://img686.imageshack.us/i/test1am.jpg/" target="_blank"><img src="http://img686.imageshack.us/img686/4545/test1am.th.jpg" border="0" class="linked-image" /></a>
I don't know if the texture sets are in place yet, but some of the prefabs seem to be appropriate... so far I've seen some exceedingly good space hulk and mining juggernaught content, but there isn't really any content posted on here in the science facility or civilian facility styles that were highly popular for NS... Is it just there isn't enough content to work with for those styles yet or are people not interested in making that kind of stuff?
In my opinion it gives room for some interesting architexture with high skylights and pillars and stuff... it's a good template for NS because it gives skulks alot of flat ceiling and wall surfaces to climb on.
<!--quoteo(post=1742523:date=Dec 5 2009, 07:28 PM:name=Swiftspear)--><div class='quotetop'>QUOTE(Swiftspear @ Dec 5 2009, 07:28 PM) <a href="index.php?act=findpost&pid=1742523"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't know if the texture sets are in place yet, but some of the prefabs seem to be appropriate... so far I've seen some exceedingly good space hulk and mining juggernaught content, but there isn't really any content posted on here in the science facility or civilian facility styles that were highly popular for NS... Is it just there isn't enough content to work with for those styles yet or are people not interested in making that kind of stuff?
In my opinion it gives room for some interesting architexture with high skylights and pillars and stuff... it's a good template for NS because it gives skulks alot of flat ceiling and wall surfaces to climb on.<!--QuoteEnd--></div><!--QuoteEEnd--> the majority of props and textures released are based on a refinery theme. different themed props and textures will be released in time
<!--quoteo(post=1742540:date=Dec 5 2009, 01:46 PM:name=Eco_onE)--><div class='quotetop'>QUOTE(Eco_onE @ Dec 5 2009, 01:46 PM) <a href="index.php?act=findpost&pid=1742540"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really like the architecture and style, but you should work on the lighting. Everything seems a bit too red.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes there are only 3 red lights in the room. New versions will be later. I try to use less lights as much as possible.
What about this :) Some of textures are taken from a furnace of a factory.
Here is my try at recreating the picture I posted before and that "Daxx" also has been working on. The purpose was to recreate the picture, and I realise that it has a rather clean feel, cleaner then what we are used to in Natural Selection. I basically made this to try to recreate something from a picture, from a concept... and I'm rather glad with the result (though I plan to work on it more). Of course I would do some things differently if I had to redo it, but that's the purpose of this practice. But I thought to share it with you guys.
<!--quoteo(post=1742552:date=Dec 5 2009, 05:01 PM:name=yimmasabi)--><div class='quotetop'>QUOTE(yimmasabi @ Dec 5 2009, 05:01 PM) <a href="index.php?act=findpost&pid=1742552"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Xtof, I prefer the first one :) raytracing is awesome.
Which 3D r u using? 3DS or Lightwave ?<!--QuoteEnd--></div><!--QuoteEEnd--> I suppose by "first" you mean the first picture in my previous post? And I suppose that you think that I drew that first picture as well. Unfortunatly [for me] I don't have the artisctic skills to draw as beautifull as that [though I'm not bad at all, this is beyond my league). I found this picture on the web... hurray for me!!
Nope the only thing I had to do was to "Use Sparks" !!
<!--quoteo(post=1742523:date=Dec 5 2009, 09:58 AM:name=Swiftspear)--><div class='quotetop'>QUOTE(Swiftspear @ Dec 5 2009, 09:58 AM) <a href="index.php?act=findpost&pid=1742523"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't know if the texture sets are in place yet, but some of the prefabs seem to be appropriate... so far I've seen some exceedingly good space hulk and mining juggernaught content, but there isn't really any content posted on here in the science facility or civilian facility styles that were highly popular for NS... Is it just there isn't enough content to work with for those styles yet or are people not interested in making that kind of stuff?<!--QuoteEnd--></div><!--QuoteEEnd-->
I think someone already kind of answered this for me, but for NS2 we are focused on creating fully fleshed out specific art sets, which are very visually distinct from one another. We hope to be able to get a good amount of official maps out of each set. Given our limited resources we've only been able to focus on environment assets for the Refinery themed art set, which is a very low tech, industrial, grungy look, revolving around large facilities which mine materials, refine them, and package and ship them off world. Once we are done with Refinery, we'll probably move onto Biodome, then a spaceship/station themed idea we'd had, and other themes.
The rest of the art sets should move much faster, however, as a good chunk of the time spent on the Refinery theme went towards creating a pretty good base of generic textures and props that can carry over to any set (floors, grating, catwalks, pipes, lights, etc.), and it will mostly be a matter of creating a handful of new wall sets and textures, some theme specific props, and in some cases just a simple texture swap on existing models.
You should probably stop recreating stuff from concept art for ANOTHER GAME (or movie, or commercial.) Aside from being just plain dumb, the companies investing a fair bit of money and man hours in the work would probably have a word or two to say about licensing. Easily ~90% of the professional concept artwork on DeviantArt etc. is paid work done under explicit licensing for upcoming titles, even if the artists don't always (even usually) mention the project it is for.
I wouldn't say it's dumb, he was just trying to recreate what he saw in the picture.
Not like he intended on ripping an entire level from another game and recreating it for NS2, or even creating a map onwards from that. Besides, at the moment i imagine the entire mapping community as a whole are taking inspiration from pretty much everywhere just to see how things will look in the Spark editor.
No harm done and he gets more experience with the editor.
<!--quoteo(post=1742574:date=Dec 5 2009, 11:20 AM:name=poweri)--><div class='quotetop'>QUOTE(poweri @ Dec 5 2009, 11:20 AM) <a href="index.php?act=findpost&pid=1742574"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You should probably stop recreating stuff from concept art for ANOTHER GAME (or movie, or commercial.) Aside from being just plain dumb, the companies investing a fair bit of money and man hours in the work would probably have a word or two to say about licensing. Easily ~90% of the professional concept artwork on DeviantArt etc. is paid work done under explicit licensing for upcoming titles, even if the artists don't always (even usually) mention the project it is for.
It's definitely not "public domain."<!--QuoteEnd--></div><!--QuoteEEnd-->
If you're not selling whatever you're recreating then you're fine.
<!--quoteo(post=1742574:date=Dec 5 2009, 05:20 PM:name=poweri)--><div class='quotetop'>QUOTE(poweri @ Dec 5 2009, 05:20 PM) <a href="index.php?act=findpost&pid=1742574"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You should probably stop recreating stuff from concept art for ANOTHER GAME (or movie, or commercial.)<!--QuoteEnd--></div><!--QuoteEEnd-->
This does bring up a valid point, and something I was thinking about the other day. Certainly for the purposes of trying out the editor and just "messing around" in general, its ok for community mappers to be influenced by concept art from other games. But just remember, and this is directed to everyone, any maps you may want to be considered for official inclusion can not be created based off of existing concept art from other games/movies or other copyright protected sources. We will have our hands full judging the visual quality and gameplay quality of community made maps, and it won't always be easy for us to tell if a part of a map has been generated based off of external concept art.
I know this pretty much common sense, but still is worth mentioning.
One thing I'm possibly worried about when this game does release in the future, is how good the FPS rates are going to be. These maps look fantastic, and it looks like it's going to take a lot of CPU / GPU power to use every possible detail with these maps. I'm about to go download this editor myself if i get enough time to make a map. HL1 maps were generally a pain in the ass to create. Looking forward to trying this one out.
<!--quoteo(post=1742629:date=Dec 5 2009, 10:31 PM:name=Dtere)--><div class='quotetop'>QUOTE(Dtere @ Dec 5 2009, 10:31 PM) <a href="index.php?act=findpost&pid=1742629"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->These maps are looking very good guys.
One thing I'm possibly worried about when this game does release in the future, is how good the FPS rates are going to be. These maps look fantastic, and it looks like it's going to take a lot of CPU / GPU power to use every possible detail with these maps. I'm about to go download this editor myself if i get enough time to make a map. HL1 maps were generally a pain in the ass to create. Looking forward to trying this one out.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not sure what the limit is yet. But I've got around 50 lights per room in my map and the rooms run quite well (guessing ~15-20fps) considering Culling isn't in the editor yet. My hallway has around 25 lights. My video card is not very good.. (CPU and ram are though)
The minimum requirements were stating that you would maybe need a middle end computer. But my computer starts slowing down when too many things are on the screen. This could vary from 3 lights in a vent to a giant room with 12+ lights. If you don't understand my concern, my computer is what I consider to be high end, consisting of a Dual Core CPU (2.6 GHz), 2 GB of ram, and an ATI 5770. My laptop, which has 4 GB of ram, Dual Core (2.13 GHz) and a 9800m has an incredibly hard time at running what my main computer would consider easy.
I understand that there is a lot of optimizations that are going to have to be done as this is still in the alpha, but unless there is a giant memory leak that hasn't been found yet, I'm still unsure as to the capabilities of the optimization process, and whether or not it is possible for the final game to run on what was described before for the minimum requirements.
Average FPS when smooth would be 50. Lowest when eventful would be 6.
An idea that could possibly be taken into consideration. If not already implemented or previously considered is this...
I've noticed this option in a java based game called WurmOnline, which was called Occlusion Culling(?) (There was a same function in the Crytek editor "Cryengine II") . Basically from what I understand is that it will only tell the computer to compute what your character should see. It won't compute something that's completely obstructed by another object.
Now while there are still issues to this in it's own right, like things appearing out of nowhere, I think that there should be an entity that allows for something alongside that concept. Basically what I'm thinking of is a boundary box type of entity that is scalable much like the world geometry. This will tell the client to render anything that would be inside that box (when the player is inside), and nothing else outside. When you would come to a place where rooms connect, there would be gateways that would bind those rooms together so when you reach a relative proximity of that gateway (defined by the mapper), the game would tell the computer to render the next room aswell as the first room.
Of course you would have to note that this idea would work only for rooms that are separated visually. A room that would be a O-O shape ( O being a room and - being a hallway or doorway ) could only work if the bounding box kept those rooms in the same box, instead of subdivisions.
Another possibility is a wall that is scalable. Anything behind that wall would not be computed. You could put this in between rooms or inside columns etc.
Then there would be the "don't render anything behind this obstruction" option which would be simply, don't render anything that is behind world geometry.
I recognize that this still has a long way to go, and there is plenty of room to fix and tie up loose ends that will make both the game and editor run as effectively as possible. I am pleased with how the editor runs, how user friendly the controls and menu are, and how damn good the textures and models look in textured lit mode. Also how easy it is to make a vent network.
Good job so far and I look forward to future updates (especially the atmospheric tag).
EDIT: I spend at least half an hour writing this post and the guy above me comes up and mentions culling in a smaller, and just as effective way. :(
<!--quoteo(post=1742231:date=Dec 2 2009, 11:10 PM:name=Moconnor)--><div class='quotetop'>QUOTE(Moconnor @ Dec 2 2009, 11:10 PM) <a href="index.php?act=findpost&pid=1742231"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->First proper bit of work I did since I started mucking about with the editor. Nothing too serious, just a hallway of sorts, moving on to a larger room after this. Spot Lights crash the editor for me, so no fancy shadows and what not for now.
Comments
I have a request... I have been trying to make a support structure I have seen in a concept art I found on the web, but I just can't manage to do it succesfully. I think it should be rather simple really... the trouble is also that I want to have the same distance in the supports [as shown in the picture] and that the structure is also at an [I have chosen for 45 degrees] angle [Or should it be a bit more?].
Can someone make this? And/Or tell how it should be done (best with pics me thinks)? And/Or share the result with us all?
I'm looking at the more experienced peeps ovehere who know how to get things done properly while taking into consideration the direction of the support beams in terms of texturing...
Thought I share this here (don't know if it's the good place though) as I hope to see the result here!!
*snip*
Hope to hear from you guys!!
Greetings,
Xtof<!--QuoteEnd--></div><!--QuoteEEnd-->
This is extremely un-detailed yet, but is this what your looking for?
<img src="http://img300.imageshack.us/img300/5912/walldetail.jpg" border="0" class="linked-image" />
Well it certainly look like it... though the shape of the support isn't completly right, and it is just that what is the hardest part to do right in my opinion. In my opinion "Spark" isn't able to handle angles well, and more precisely moving the angles and increasing/decreasing them. Is that just me? or IS there a way to do just what I want much easier? In my opinion it takes an awefull lot of time to work with angles in "Spark" (most o the rest goes rather smootly I have to say).
I wonder how you came to your result... and do the supports have the same sizes like I mentioned in my picture?
It is much more easier to work horizontally and vertically then it is when you are working with angles... I'm sure you guys know what I mean.
Greetings,
Xtof
PS: if you have a result [that you are pleased with] you can allways post the level on <a href="http://ns2devs.com" target="_blank">http://ns2devs.com</a>
<img src="http://img143.imageshack.us/img143/4564/walldetail2.jpg" border="0" class="linked-image" />
And yes, made one support as the master, then duplicated as you can see here:
<img src="http://img205.imageshack.us/img205/1187/walldetail3.jpg" border="0" class="linked-image" />
<img src="http://i23.photobucket.com/albums/b360/Erobus/ns2_xmas.png" border="0" class="linked-image" />
Rick wasn't sure what to expect, but it certainly wasn't an infestation of elves, a lighting malfunction and an overweight marine with a party hat and a non-regulation hair problem.
<img src="http://i47.tinypic.com/d8dnk.jpg" border="0" class="linked-image" />
some service corridor
<img src="http://i47.tinypic.com/d8dnk.jpg" border="0" class="linked-image" />
some service corridor<!--QuoteEnd--></div><!--QuoteEEnd-->
love it
reminds me alittle bit of that movie , THE CUBE
<a href="http://img686.imageshack.us/i/test1am.jpg/" target="_blank"><img src="http://img686.imageshack.us/img686/4545/test1am.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img189.imageshack.us/i/test1bd.jpg/" target="_blank"><img src="http://img189.imageshack.us/img189/3885/test1bd.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img19.imageshack.us/i/test1cq.jpg/" target="_blank"><img src="http://img19.imageshack.us/img19/7017/test1cq.th.jpg" border="0" class="linked-image" /></a>
In my opinion it gives room for some interesting architexture with high skylights and pillars and stuff... it's a good template for NS because it gives skulks alot of flat ceiling and wall surfaces to climb on.
To see a community pick up a tool and try their hand at saying what NS2 should be is just plain amazing.
Keep up the beautiful work.
<img src="http://www.yyoru.com/dl/decomp.jpg" border="0" class="linked-image" />
In my opinion it gives room for some interesting architexture with high skylights and pillars and stuff... it's a good template for NS because it gives skulks alot of flat ceiling and wall surfaces to climb on.<!--QuoteEnd--></div><!--QuoteEEnd-->
the majority of props and textures released are based on a refinery theme. different themed props and textures will be released in time
I really like the architecture and style, but you should work on the lighting.
Everything seems a bit too red.
I love that "tunnel" !!!!!!!!!! so simple but wonderfull, and the best thing is that u didnt spam to much props, i see many surfaces worked out :D
Everything seems a bit too red.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes there are only 3 red lights in the room. New versions will be later.
I try to use less lights as much as possible.
What about this :) Some of textures are taken from a furnace of a factory.
<img src="http://www.yyoru.com/dl/furnaces.jpg" border="0" class="linked-image" />
Generally shadows in the Build 127 works fine !
But I thought to share it with you guys.
Any comment is welcome...
<img src="http://img709.imageshack.us/img709/9430/unknowcorridor.jpg" border="0" class="linked-image" />
<img src="http://img694.imageshack.us/img694/3930/unkowncorridor001.jpg" border="0" class="linked-image" />
<img src="http://img710.imageshack.us/img710/9105/unkowncorridor002.jpg" border="0" class="linked-image" />
<img src="http://img707.imageshack.us/img707/8806/unkowncorridor003.jpg" border="0" class="linked-image" />
Greetings,
Xtof
I prefer the first one :) raytracing is awesome.
Which 3D r u using? 3DS or Lightwave ?
I prefer the first one :) raytracing is awesome.
Which 3D r u using? 3DS or Lightwave ?<!--QuoteEnd--></div><!--QuoteEEnd-->
I suppose by "first" you mean the first picture in my previous post?
And I suppose that you think that I drew that first picture as well. Unfortunatly [for me] I don't have the artisctic skills to draw as beautifull as that [though I'm not bad at all, this is beyond my league). I found this picture on the web... hurray for me!!
Nope the only thing I had to do was to "Use Sparks" !!
Greetings,
Xtof
I think someone already kind of answered this for me, but for NS2 we are focused on creating fully fleshed out specific art sets, which are very visually distinct from one another. We hope to be able to get a good amount of official maps out of each set. Given our limited resources we've only been able to focus on environment assets for the Refinery themed art set, which is a very low tech, industrial, grungy look, revolving around large facilities which mine materials, refine them, and package and ship them off world. Once we are done with Refinery, we'll probably move onto Biodome, then a spaceship/station themed idea we'd had, and other themes.
The rest of the art sets should move much faster, however, as a good chunk of the time spent on the Refinery theme went towards creating a pretty good base of generic textures and props that can carry over to any set (floors, grating, catwalks, pipes, lights, etc.), and it will mostly be a matter of creating a handful of new wall sets and textures, some theme specific props, and in some cases just a simple texture swap on existing models.
--Cory
Aside from being just plain dumb, the companies investing a fair bit of money and man hours in the work would probably have a word or two to say about licensing.
Easily ~90% of the professional concept artwork on DeviantArt etc. is paid work done under explicit licensing for upcoming titles, even if the artists don't always (even usually) mention the project it is for.
It's definitely not "public domain."
Not like he intended on ripping an entire level from another game and recreating it for NS2, or even creating a map onwards from that. Besides, at the moment i imagine the entire mapping community as a whole are taking inspiration from pretty much everywhere just to see how things will look in the Spark editor.
No harm done and he gets more experience with the editor.
Aside from being just plain dumb, the companies investing a fair bit of money and man hours in the work would probably have a word or two to say about licensing.
Easily ~90% of the professional concept artwork on DeviantArt etc. is paid work done under explicit licensing for upcoming titles, even if the artists don't always (even usually) mention the project it is for.
It's definitely not "public domain."<!--QuoteEnd--></div><!--QuoteEEnd-->
If you're not selling whatever you're recreating then you're fine.
<a href="http://img697.imageshack.us/i/pic2y.jpg/" target="_blank"><img src="http://img697.imageshack.us/img697/9610/pic2y.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img39.imageshack.us/i/pic1iz.jpg/" target="_blank"><img src="http://img39.imageshack.us/img39/8605/pic1iz.th.jpg" border="0" class="linked-image" /></a>
This does bring up a valid point, and something I was thinking about the other day. Certainly for the purposes of trying out the editor and just "messing around" in general, its ok for community mappers to be influenced by concept art from other games. But just remember, and this is directed to everyone, any maps you may want to be considered for official inclusion can not be created based off of existing concept art from other games/movies or other copyright protected sources. We will have our hands full judging the visual quality and gameplay quality of community made maps, and it won't always be easy for us to tell if a part of a map has been generated based off of external concept art.
I know this pretty much common sense, but still is worth mentioning.
Thanks.
--Cory
One thing I'm possibly worried about when this game does release in the future, is how good the FPS rates are going to be. These maps look fantastic, and it looks like it's going to take a lot of CPU / GPU power to use every possible detail with these maps. I'm about to go download this editor myself if i get enough time to make a map. HL1 maps were generally a pain in the ass to create. Looking forward to trying this one out.
One thing I'm possibly worried about when this game does release in the future, is how good the FPS rates are going to be. These maps look fantastic, and it looks like it's going to take a lot of CPU / GPU power to use every possible detail with these maps. I'm about to go download this editor myself if i get enough time to make a map. HL1 maps were generally a pain in the ass to create. Looking forward to trying this one out.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not sure what the limit is yet. But I've got around 50 lights per room in my map and the rooms run quite well (guessing ~15-20fps) considering Culling isn't in the editor yet. My hallway has around 25 lights. My video card is not very good.. (CPU and ram are though)
The minimum requirements were stating that you would maybe need a middle end computer. But my computer starts slowing down when too many things are on the screen. This could vary from 3 lights in a vent to a giant room with 12+ lights. If you don't understand my concern, my computer is what I consider to be high end, consisting of a Dual Core CPU (2.6 GHz), 2 GB of ram, and an ATI 5770. My laptop, which has 4 GB of ram, Dual Core (2.13 GHz) and a 9800m has an incredibly hard time at running what my main computer would consider easy.
I understand that there is a lot of optimizations that are going to have to be done as this is still in the alpha, but unless there is a giant memory leak that hasn't been found yet, I'm still unsure as to the capabilities of the optimization process, and whether or not it is possible for the final game to run on what was described before for the minimum requirements.
Average FPS when smooth would be 50. Lowest when eventful would be 6.
An idea that could possibly be taken into consideration. If not already implemented or previously considered is this...
------------------------------------------------------------------------------CULLING OPINIONS-------------------------------------------------------------------------------------------------------
I've noticed this option in a java based game called WurmOnline, which was called Occlusion Culling(?) (There was a same function in the Crytek editor "Cryengine II") . Basically from what I understand is that it will only tell the computer to compute what your character should see. It won't compute something that's completely obstructed by another object.
Now while there are still issues to this in it's own right, like things appearing out of nowhere, I think that there should be an entity that allows for something alongside that concept. Basically what I'm thinking of is a boundary box type of entity that is scalable much like the world geometry. This will tell the client to render anything that would be inside that box (when the player is inside), and nothing else outside. When you would come to a place where rooms connect, there would be gateways that would bind those rooms together so when you reach a relative proximity of that gateway (defined by the mapper), the game would tell the computer to render the next room aswell as the first room.
Of course you would have to note that this idea would work only for rooms that are separated visually. A room that would be a O-O shape ( O being a room and - being a hallway or doorway ) could only work if the bounding box kept those rooms in the same box, instead of subdivisions.
Another possibility is a wall that is scalable. Anything behind that wall would not be computed. You could put this in between rooms or inside columns etc.
Then there would be the "don't render anything behind this obstruction" option which would be simply, don't render anything that is behind world geometry.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
I recognize that this still has a long way to go, and there is plenty of room to fix and tie up loose ends that will make both the game and editor run as effectively as possible. I am pleased with how the editor runs, how user friendly the controls and menu are, and how damn good the textures and models look in textured lit mode. Also how easy it is to make a vent network.
Good job so far and I look forward to future updates (especially the atmospheric tag).
EDIT: I spend at least half an hour writing this post and the guy above me comes up and mentions culling in a smaller, and just as effective way. :(
Spot Lights crash the editor for me, so no fancy shadows and what not for now.
<a href="http://img691.imageshack.us/i/ns2testmoconnor.jpg/" target="_blank"><img src="http://img691.imageshack.us/img691/9549/ns2testmoconnor.th.jpg" border="0" class="linked-image" /></a><!--QuoteEnd--></div><!--QuoteEEnd-->
Woo Moconnor!