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New Villa!

Posted: Thu Jul 21, 2011 9:19 am
by Ponzu


its no more than a scenery spam but still, enjoy!

Re: New Villa!

Posted: Sat Jul 23, 2011 12:21 pm
by Sparky
Nah. My Galaxy Wars development versions were scenery spams. On the contrary, this looks nicely organized.

Re: New Villa!

Posted: Mon Aug 01, 2011 3:50 am
by Ponzuu
Some sceneries aren't even spawning anymore till I go really close to it. Maybe i will call it Scenery limit test map? lol

Re: New Villa!

Posted: Mon Aug 01, 2011 3:48 pm
by Sparky
This happens because of the number of shaders/triangles you have visible at once. Models are made up of triangles and vertex points. That's dots and faces, or points and polygons, simply.
This behavior is avoided in maps made with modeling tools by creating PORTALS, which are faces used by the engine to determine which areas should be occluded (not rendered) until they are necessary. It is also avoided by giving models LODs, or Levels of Detail, so that the graphics engine (we're mostly dealing with the OpenGL buffer sizes, I think) has its workload scaled -- your camera's distance from an object determines how much detail is shown. The third method is by limiting the variety of shaders used on objects that are simultaneously rendered.

Since you're not using a modeling tool for this map -- it's a scen-based map -- then I'd suggest just using the third method: limiting the number of shaders used with your objects.

Also, it's worth mentioning that when you null out the bsp in a bloodgulch map, the Portals are not nulled. This means that if you were to fly around the base areas of the map in a spaceship, you would meet some collision and clipping portals. This explains why this happens when it seems like those portals shouldn't be there anymore after nulling the bsp.

Re: New Villa!

Posted: Fri Sep 02, 2011 8:22 pm
by ponzzu
the bsp is actually not nulled
its like an additional scenery based base appeared in bloodgulch.