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G'day Guy's n Girls.

 

Question: Converting worldspawn to func static is good practice I'm lead to believe, How many pieces of worldspawn is OK and is it OK if they are not in the same plane X,Y,Z?

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Hi all,   This is going to be long and off point sometimes so the forum admin may put this post where he/she thinks it`s going to be best, not to mention trivial for most if not all here but please ba

ty·po noun \ˈtī-(ˌ)pō\ plural typos       Definition of TYPO     : an error (as of spelling) in typed or typeset material   See typo defined for English-language learners »   Examples of TYPO   I

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I have no idea what you are asking.

 

Keep the sealing geometry as ws.

 

Make all detailworks into func_statics. A simple rule of the thumb is to make them per wall or per object. One staircase railing would be one fs. One window would be one fs. One car would be one fs. One table would be one fs.

 

Note that AI don't know about fs objects. If you make a bridge over a chasm in to fs, the AI will think there is no path there. You need to monsterclip all fs. That is, func_static objects should be surrounded by ws monsterclip brushes.

Clipper

-The mapper's best friend.

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Thanks Sotha:

 

You answered my question to some extent and more though you thought you had no idea what I was asking. I'm trying to work out what is causing TDM 2.00 to crash on me when trying to load my map. I have converted a lot of ws to fs keeping them assembled into models so a bar bench with 9 ws was converted to 1 fs and so on.

I needed the Monsterclip tip. But I still have a lot to convert and have some huge patches serving as walls, tunnels, ground etc. (the map is sealed OK).

 

I have converted 4 ws walls with a window rectangle hole in the centre to fs, There are 3 here that are seperate fs:post-20393-0-85458400-1377769240.jpg

Should I make the hole room minus the fs iron bars 1 fs or keep them 3 seperate fs??

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Sorry Sotha: Sometimes I don't know what I'm asking :D

 

Should I make multiple huge patches into one func_static or individual fs? Three world spawn patches selected in this DR capture:post-20393-0-93800100-1377770275_thumb.jpg

Edited by Tr00pertj

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I would keep the walls as ws, that way the AI will see them, and don't walk into them and you do not need to monsterclip them.

 

All the windows and bars could be fs. Make one window into one fs, that way you could later easily select the window and clone it to some other location.

Clipper

-The mapper's best friend.

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Here is another cheesy beginner question for you:

 

Should a floor decal texured patch be made fs?

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Sorry Sotha: Sometimes I don't know what I'm asking :D

 

Should I make multiple huge patches into one func_static or individual fs? Three world spawn patches selected in this DR capture:post-20393-0-93800100-1377770275_thumb.jpg

 

It doesn't matter very much, but I would make each of those individual func_statics. I would disable shadows for each of those. Also I would examine them with patch inspector and use manual tessellation and try to reduce the tris count as much as possible yet still retaining the look you want. You have a kazillion of unnecessary tris in those hills.

Clipper

-The mapper's best friend.

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Here is another cheesy beginner question for you:

 

Should a floor decal texured patch be made fs?

 

Yep, keep always keep decals fs.

WS should generally be only for sealing geometry, like I said already.

Clipper

-The mapper's best friend.

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I just dmaped and no error message so running now to see...

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Nope No good still crashing on me.

 

mmm.... Going to spend some time on the tris count.

 

By the way what is the tris count?

 

It doesn't matter very much, but I would make each of those individual func_statics. I would disable shadows for each of those. Also I would examine them with patch inspector and use manual tessellation and try to reduce the tris count as much as possible yet still retaining the look you want. You have a kazillion of unnecessary tris in those hills.

 

Whoa; manual tessellation. Sounds complicated to say the least. Tris as in triangular intersection or something?

The s key brings up the surface inspector, What key brings up the patch inspector?

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shift+s

 

The tris count is the amount of triangles that get's rendered each frame. If this is very high, and a lot of those are hit by light, performance can decrease. Increasing the patch tesselation increases the tris count, so keep them as low as possible.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Thanks Sotha:

 

Patches must be world spawn to use patch inspector. Cool another tool to mess with I didn't realize was right in front of me, DR has it all.

 

Got some stuff to do this weekend -Nerd wars -Dads birthday dinner and some other stuff so I'm not going to get a chance to do this until Sunday and Kvorning's release is tomorrow. Doh. Not enough time :mellow:

 

Thanks for the help it is greatly appreciated.

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  • 2 weeks later...

A quick Question about a sound effect asset.

 

Is the sound located at base/sound/ed/earthquake/rubble9_basso.wav a sound I can use in my mission or not?

 

As it has basso in the name I thought it may have been something someone made for inclusion in the darkmod sound shader list and either was missed or could not be included for legal reasons.

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You have TDM 2.0, so you should be mapping far away from and D3 assets. Then if something shows up, you know you can use it.

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You have TDM 2.0, so you should be mapping far away from and D3 assets. Then if something shows up, you know you can use it.

This sentence should read as :

You have TDM 2.0, so you should be mapping far away from any D3 assets. Then if something shows up, you know you can use it.

 

Only one letter out of place (d) should be (y) as in away which was in the sentence.

{From and} do not convey any meaning in the present and makes no sense in any context because {from} is some thing in the past, {and} is some thing included either now in the present or in the context of the sentence.

 

Hope this did not offend in any way but English is the made up language of all others so it needs it's rules to be adhered too in order to be admissible as any language does.

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ty·po

noun \ˈtī-(ˌ)pō\

plural typos

 

 

 

Definition of TYPO

 

 

: an error (as of spelling) in typed or typeset material

 

external.jpg See typo defined for English-language learners »

 

Examples of TYPO

 

  1. I spotted three typos on the menu.

 

Origin of TYPO

 

short for typographical (error)

First Known Use: 1878

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@ springheel

 

Sorry if I misinterpreted your post.

 

You may have meant [and] in the context of including all knowledge of DR and I posses little if any of the shit caused by the word {and}.... so typo perhaps.

Edited by Tr00pertj

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Actually I think he just mispelled "any".

 

Your reply, Tr00pertj, was quite hilarious though, and Springheel's reply was even funnier. Oops! Funnier isn't a word.... um... more funny.

 

You have TDM 2.0, so you should be mapping far away from any D3 assets. Then if something shows up, you know you can use it.

 

Though I could be wrong, I'm wrong all time. I've gotten rather used to being wrong. I'm so wrong.

Edited by Lux
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You have TDM 2.0, so you should be mapping far away from any D3 assets.

If you have TDM 2.0, you should delete Doom3 and don't have access to any D3 assets.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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  • 3 weeks later...

Hi guy's

Hoping some one can spare a little time to help me out.

 

I need a couple of platforms (WS Brush) to disintegrate. The first one when hit a couple of times or is damaged to a point. The second will be triggered using a trigger once.

 

What is the best way to go about it? Should I be using func_damagable or func_fracture or is there something more appropriate?

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Thanks Obsttorte

 

I used Func_fracture on the first and when it breaks up the frame rate goes to 1-2 fps for 4-6 secs as the pieces brake up and fall to fade.

Screen shot of bottom in DR:

post-20393-0-40882900-1380535773_thumb.jpg

Screen shot of top in DR:

post-20393-0-18451100-1380535826_thumb.jpg

Screen shot of bottom in game:

post-20393-0-32714500-1380535862_thumb.jpg

Screen shot of top in game:

post-20393-0-22727700-1380535889_thumb.jpg

 

I've changed the sounds to suit what it is. An ice shelf, With a broken bit that can be destroyed when damaged.

Why is it hollow in game? I wounder how I can make it look right in game, It's not bad but would be better if it looked solid and dense.

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Thanks Sotha:

 

Got distracted with adding AI now but will be Looking into it.

I noticed Flinder there in the arguments list but never knew what it was for. mmm. Must experiment, But for now I'm carrying on with my distraction adding Revenant AI and paths. Gotta work next 2 days so wont get the time till weeks end.

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