What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#571 Posted 17 November 2009 - 03:00 PM
Other is placing some little sectors (triangles are cheap and handy) within the sector from where you want to look at the model. Put them specially in the blind points from where the model uses to dissapear, and then join them with the sector where the model is (use the big sector as source, not the inverse). I don´t know with models, but this has been usefull for me when i had big sprites that wanted to keep on screen even when the sector from where they belong was not on screen. You can find a practical example of this in the DPCB, i added little triangles next to every blade´s edge of the chopper at the beginning and joined them with the rotating sector where the blades are, thus blades dont dissappear even when their sector is behid a white line and at the back of the player. That doesn´t use anything than vanilla duke tricks and (static) could work with your model.
If nothing of the above works, check if the problem also happens with 4:3 resolutions and/or switch to 8bits and check if the dummytile is still there when the model dissappears.
This post has been edited by Gambini: 17 November 2009 - 03:04 PM
#572 Posted 17 November 2009 - 04:52 PM
#573 Posted 17 November 2009 - 06:54 PM
Gambini, on Nov 18 2009, 09:30 AM, said:
Other is placing some little sectors (triangles are cheap and handy) within the sector from where you want to look at the model. Put them specially in the blind points from where the model uses to dissapear, and then join them with the sector where the model is (use the big sector as source, not the inverse). I don´t know with models, but this has been usefull for me when i had big sprites that wanted to keep on screen even when the sector from where they belong was not on screen. You can find a practical example of this in the DPCB, i added little triangles next to every blade´s edge of the chopper at the beginning and joined them with the rotating sector where the blades are, thus blades dont dissappear even when their sector is behid a white line and at the back of the player. That doesn´t use anything than vanilla duke tricks and (static) could work with your model.
If nothing of the above works, check if the problem also happens with 4:3 resolutions and/or switch to 8bits and check if the dummytile is still there when the model dissappears.
I'll look into that floor relative modification to see if it helps, thanks. The bit with the triangle sectors and such sounds a bit odd but, I'll check that out too - I'll give anything a shot I run 4:3 resolutions normally (1280x960 typically), though I often take screenshots at a 16:9 or 16:10 res, depending on what I need (sometimes 1920x1200 or 1280x720), there appears to be no change between the 3, but I'll see about that 8bit thing today.
Plagman, on Nov 18 2009, 11:22 AM, said:
I'm mapping & playing strictly with polymer at the moment. What you say certainly seems to be the case in *some* maps, but others don't quite follow suit. For instance, by recreating the map I posted the picture of on the previous page, what you say about it staying rendered so long as it is 'visible' holds true (so long as the model is set to Wall Aligned), however on some other maps of mine, it doesn't seem to be the case. I have one where I created a basic long tunnel, with the player sitting about halfway down, and my model at the far end on a moving subway sector, set to wall aligned. As the subway sector moves down the tunnel and the model passes the player, it just vanishes unless you intentionally follow it's movement with your view.
This is probably better suited for the thread I created previously over in the Random Questions / Bug Reports subforum. Sorry for threadcrapping.
#574 Posted 19 November 2009 - 10:07 PM
It's really normal looking episode, there are no special tricks and highpoly-stuff or anything. Really normal. But it's so realistic as can be. There are famous public buildings and places from Tampere-city.
Ps. Maps in screenshots are still under construction.
There's also couple of guys helping me on this project. It's my first time doing whole own mod, not just single custom maps.
Ps. Does anyone know, is there "replace tile" -tool in Mapster32? I really should change some skytiles from my maps, but it's really painful doing manually.
This post has been edited by pmw: 19 November 2009 - 10:09 PM
#575 Posted 20 November 2009 - 02:00 AM
TX, on Nov 9 2009, 04:20 PM, said:
i figgerd out a simple way passed that for ploymor. make a tile and put that onto every wall you don't want to be rendering. EA: inbeween the turns and bends in the ground. then take out that tile from the art file useing any simple art edit program. the resalts is a FPS gain.
This post has been edited by NerdZilla: 20 November 2009 - 05:58 PM
#576 Posted 20 November 2009 - 02:07 AM
[/quote]
thank you.
This post has been edited by NerdZilla: 20 November 2009 - 02:29 AM
#577 Posted 20 November 2009 - 06:33 AM
pmw, on Nov 20 2009, 07:07 AM, said:
There is a key like that, actually! But time and time again, I forget how it works.
I think it's something like this:
Select a tile that you want to copy by pressing TAB on a wall/floor/ceiling that has this tile.
Then go to a different wall/floor/ceiling that has the tile you want to replace all over the map with the one you currently have copied by putting your cursor on it and pressing ALT + C.
Note that I could be mistaken, all this is IIRC.
#579 Posted 20 November 2009 - 08:46 PM
Sangman, on Nov 20 2009, 06:33 PM, said:
I think it's something like this:
Select a tile that you want to copy by pressing TAB on a wall/floor/ceiling that has this tile.
Then go to a different wall/floor/ceiling that has the tile you want to replace all over the map with the one you currently have copied by putting your cursor on it and pressing ALT + C.
Note that I could be mistaken, all this is IIRC.
It worked. Big thanks!
#580 Posted 21 November 2009 - 02:17 AM
Anyway! I WAS working on some space levels, but for some reason it KEEPS crashing when i enter a few certain sectors in game :S
Here are some pics of the map:
#581 Posted 22 November 2009 - 05:19 AM
think of the whole ROR as an add on to backrounds. lighting also works but it has to have it's own lighting. the source can not be come the mirror tile.
This post has been edited by NerdZilla: 22 November 2009 - 05:33 AM
#583 Posted 23 November 2009 - 08:51 PM
darkcaleb, on Nov 22 2009, 06:07 AM, said:
i'll have somthing soon. but right now my focus is on having a landscape map ready... i'll see what i can do.
This post has been edited by NerdZilla: 23 November 2009 - 08:54 PM
#584 Posted 24 November 2009 - 09:56 PM
This post has been edited by NerdZilla: 25 November 2009 - 11:02 AM
#585 Posted 25 November 2009 - 10:45 AM
it'll be a grate map for driving mods.
PS : please note that this map has NOT been given all the extras designs that give it an FPS boost. the only thing in design to make the FPS better is : the roof and ground are so far apart that thay can not be seen at the same time. this is a good one for anyone making huge wide open maps.
This post has been edited by NerdZilla: 25 November 2009 - 11:03 AM
#586 Posted 25 November 2009 - 01:05 PM
#587 Posted 25 November 2009 - 02:37 PM
This post has been edited by Marked: 25 November 2009 - 02:38 PM
#588 Posted 25 November 2009 - 03:00 PM
#590 Posted 25 November 2009 - 04:22 PM
#591 Posted 25 November 2009 - 04:26 PM
pmw, on Nov 20 2009, 08:07 AM, said:
It's really normal looking episode, there are no special tricks and highpoly-stuff or anything. Really normal. But it's so realistic as can be. There are famous public buildings and places from Tampere-city.
Looks pretty cool except I'd work more on lighting (pick a location for the Sun and work based on that) and that pavement in the last two shots doesn't look right. Are you planning on releasing it at once as one episode or map by map?
#592 Posted 25 November 2009 - 05:00 PM
Captain Awesome, on Nov 25 2009, 01:05 PM, said:
so what kinds of maps have you been working on that i can nit-pick? i want to be just like you.
Sangman, on Nov 25 2009, 03:00 PM, said:
i think you miss the point about it being a BETA map. its not tiled or anything its just a TEST MAP.
you know, your wellcome to make your own tiles? it would be cool to seee what you can do?
This post has been edited by NerdZilla: 25 November 2009 - 05:19 PM
#594 Posted 26 November 2009 - 02:28 AM
#595 Posted 26 November 2009 - 07:32 AM
NerdZilla, on Nov 26 2009, 02:00 AM, said:
Well ok but I don't get why you need to have those tiles all over the place? What is the purpose of that?
#597 Posted 26 November 2009 - 08:00 AM
Marked, on Nov 25 2009, 05:22 PM, said:
Screenshots ?
#598 Posted 26 November 2009 - 09:02 AM
Sangman, on Nov 26 2009, 07:32 AM, said:
befor it had animated tiles of diferant colers. the animation would show the derection the hill goes down. and the coler let's you know the elavation of the hill.
( blue ) 512 + 1024 + 512 = 2048
( red ) 1024 + 2048 + 1024 = 4096
( green ) 2048 - 4096 + 2048 = 8192
I did'nt change the tiles because i was still working on it. im making it perfictly smooth with no small cracks in the ground.
the light blue wall tiles are easy to see in between the dark brown ground tiles.
This post has been edited by NerdZilla: 26 November 2009 - 09:04 AM
#599 Posted 27 November 2009 - 08:10 AM
well, i have a simple idea for a gun draw animation. if anyone wants to hear me out?
#600 Posted 28 November 2009 - 10:20 PM
Mikko_Sandt, on Nov 26 2009, 04:26 AM, said:
One episode, I think. And I'm currently shading my maps. And I really don't know about that pavement, it's really same-looking as in real life, what tile it should be then? Any advice?