Jump to content
The Dark Mod Forums

Recommended Posts

Posted

Hi!

 

I have added lots of trims along the walls, down against the floor in my mission but the problem is that the player walks up on these when I press against the wall. An approach to avoid this may be to convert all trims into entities and add solid 0 on them, but that would probably use up too many slots...what approach do you suggest? Maybe add a thin, invisible trim, with clipping, above the real trim to avoid the player from stepping up on the trim...?

Posted

The player will slip off slopes steeper than 45 degrees, so I'd put a nodraw brush on top of the trim that is of triangular shape at the sides.

 

Pretty many authors didn't do anything about this issue in their FMs and I found it kind of funny to be able to walk along such a narrow trims... :)

Posted

You can select a large number of them and then convert to func_static, that should keep the number down (as far as I am aware grouped primatives like brushes only count as a single entity) and also is actually beneficial in some ways to things like map compile time. This should be done more or less when you have finished your map and are going into beta so that editing is still fast and simple. Avoid converting too much at one time, if one part of the group is visible, all of them will be 'rendered', so just doing each corridor's trim as a single func_static is much better.

 

The down side is that the hidden sides of the trim should be caulked - however I wouldnt worry if your areas are well visportaled, dont abuse too many lights and beta testers dont mention performance trouble in the areas (just mentioning it as a reminder)

Posted

I think I will go for the entity grouping solution...(I really need to totally complete some sections in my level so I can post pictures here for you to see :) At this point I have a quite large mission but nearly nothing is completely done...I would love to be able to work nonstop on it, but things like work comes between ;))

Posted

normal trim in houses does have a sloped top.

 

 

Naaaah, in Sweden there is very common for the top to be straight...But then again, this house I've built probably isn't situated in Sweden :)

Posted

I would put common/clip over the trim and take it right up to the next trim,roof/or even skybox. This not only stops the player but also prevents AI pathfinding so it doubles as playerclip and monsterclip (though I am unsure about pathfinding being generated if the AI cannot reach it anyway.) But this depends on the depth and position of the trim. Player steps off balcony to walk along trim to next window ... uh oh!

Posted

I would put common/clip over the trim and take it right up to the next trim,roof/or even skybox. This not only stops the player but also prevents AI pathfinding so it doubles as playerclip and monsterclip (though I am unsure about pathfinding being generated if the AI cannot reach it anyway.) But this depends on the depth and position of the trim. Player steps off balcony to walk along trim to next window ... uh oh!

 

That's a good thought. The trim I'm talking about is an interior thing. But maybe there may be exterior trims to walk on :)

Posted

Back in the day of making Doom deathmatch maps, we would fill all the spaces that could hang up the player with clip brushes. That way, someone could fly down a hallway w/o fear of running into corners, support posts, trim, whatever. A stealth game doesn't have the need for constant motion (like a deathmatch), but the same principal applies if you want to keep the player out of certain places.

Posted

Yeah, it would be easier to just add a clip brush for the whole wall the thickness of the trims, instead of adding small clip trims to each trim.

Dark is the sway that mows like a harvest

Posted

Yeah, it would be easier to just add a clip brush for the whole wall the thickness of the trims, instead of adding small clip trims to each trim.

 

Mhm...I guess the only drawback for the entity solution is that it uses up entity slots? Are there any limit for the amount of brushes?

Posted

They dont, you can get a count of entities in the "Map Info" window from the Map menu.

 

Okey, so I assume I can use as many brushes as I like in my missions...That's good :)

Posted (edited)

brushes get added to the worldspawn entity which is entity zero. i've got well over 9000 brushes in my current map.

 

And it only started to get slightly laggy when I added the AI, thinks its due to them opening doors which is causing visportals to get opened.

Edited by stumpy

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • Ansome

      Terribly difficult juggling map designing with work, but I'm still alive and chipping away at something very special. I'm actually making a collaboration of sorts with a friend, I make the map itself and he acts as my "Chief Scope Creep Consultant" that checks in every so often to make sure this project isn't getting out of hand. It's a good system!
      · 0 replies
    • JackFarmer

      We don't need artificial intelligence; we need artistic intelligence. 
      Ralf Hütter, Kraftwerk
      · 5 replies
    • taaaki

      The post editor for the dark themes should be working again. Apologies for the inconvenience.
      · 1 reply
    • jaxa

      Talk GabeCube:
      https://forums.thedarkmod.com/index.php?/topic/18055-2016-cpugpu-news/page/39/#findComment-508710
      · 3 replies
    • The Black Arrow

      Things have been so bad these days for me...
      Just a year ago, I've been feeling dizzy, I thought it was nothing, today's stress, that type of thing, went to sleep...Still dizzy! 9 more days dizzy, went to doctor (I would have gone on the first day if NOT for the long appointment time)
      Said it may be Neck Dizziness...I did exercises for 6 months, no changes.
      Went to a Physical Therapist, went to another, no changes.
      I've asked my doctor for a full check this time.
      I hated yesteryear so much due to personal reasons, this year might be the same.
      To be brutally honest, I'd rather have cancer or/and chronic pain than suffer dizziness any second longer, especially when nothing helps.
      Hard to enjoy Thief when you're dizzy so I was hoping this year, Winter will be best for me.
      · 7 replies
×
×
  • Create New...