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Load level in parts #135240
06/10/07 13:34
06/10/07 13:34
Joined: Oct 2006
Posts: 179
ExtraCortex Offline OP
Member
ExtraCortex  Offline OP
Member

Joined: Oct 2006
Posts: 179
How can i make 3dgs load only a part of a level/wmb, and load the other parts only when the player steps it?

Re: Load level in parts [Re: ExtraCortex] #135241
06/10/07 13:44
06/10/07 13:44
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
Serious User
Scorpion  Offline
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Joined: Jan 2007
Posts: 1,619
Germany
1st: do you really think that this is needed? also big levels in a6 are loaded after seconds....
to your question:
you have to build map entities and then add them together by script(if your parts are 512 quants big, you just ahve to put htem by pos 0,512,1024,1536...)

Re: Load level in parts [Re: Scorpion] #135242
06/11/07 15:08
06/11/07 15:08
Joined: Oct 2006
Posts: 179
ExtraCortex Offline OP
Member
ExtraCortex  Offline OP
Member

Joined: Oct 2006
Posts: 179
My huge map takes 3 minutes to load in a Core 2 Duo 1.86Ghz

Know GTA Vice city? They're map is huge, no long loading times... how can they do it?

There must be another way to do it without script.

Re: Load level in parts [Re: ExtraCortex] #135243
06/11/07 16:04
06/11/07 16:04
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
3 minutes? how HUGE is your level??? wow... never got loading times like that.
Yeah, you have to split up your levels somehow. otherwise it won't work.
GTA does that. oblivion does it. Morrowind does it. STALKER probably does it. they just do it seamlessly so that you won't notice...


~"I never let school interfere with my education"~
-Mark Twain
Re: Load level in parts [Re: Germanunkol] #135244
06/11/07 16:34
06/11/07 16:34
Joined: Oct 2003
Posts: 702
Z
zazang Offline
User
zazang  Offline
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Z

Joined: Oct 2003
Posts: 702
yeah,instead of a single wmb file for the huge level,have multiple small wmb files and load them as soon as you are about to enter it.Oblivion has done it and I dont find it annoying because it even acts as a good break from staring continuosly at the screen


I like good 'views' because they have no 'strings' attached..
Re: Load level in parts [Re: zazang] #135245
06/11/07 16:44
06/11/07 16:44
Joined: Oct 2006
Posts: 179
ExtraCortex Offline OP
Member
ExtraCortex  Offline OP
Member

Joined: Oct 2006
Posts: 179
I cant because it is already divided, each WMB contains another WMB, but the result in the final .exe is a level with many blocks being displayed.

Re: Load level in parts [Re: ExtraCortex] #135246
06/11/07 16:57
06/11/07 16:57
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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Joey  Offline
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Joined: Jan 2003
Posts: 4,615
Cambridge
entities may have sub-entities afaik.

Re: Load level in parts [Re: Joey] #135247
06/11/07 19:51
06/11/07 19:51
Joined: Jun 2007
Posts: 236
acknex.exe
ACKNEX007 Offline
Member
ACKNEX007  Offline
Member

Joined: Jun 2007
Posts: 236
acknex.exe
anyway to use a LOD System ? (maybe manualy written script to hide the objects from a certain distance range.)

Re: Load level in parts [Re: ACKNEX007] #135248
06/11/07 20:06
06/11/07 20:06
Joined: May 2006
Posts: 69
Canada
L
Leaf Offline
Junior Member
Leaf  Offline
Junior Member
L

Joined: May 2006
Posts: 69
Canada
Script in
wait(1000)
ent_create(your entity at x,y,z);
wait(1000)
ent_create(your entity at x,y,z);

etc etc

Add into your main.wdl or wahtever you named your level.

you can make your maps into parts if you want and you should know howto build a mapentity from wed, so use those as your parts to load
So have your player start in the middle of your level and everything around his clipping distance already pre loaded, then everything outside the clipping distance will load a few secodns after your in

Note: When I get off campus ill paste up my Clipping script form my main.wdl, but it wont save load time just lag ingame.

Last edited by Leaf; 06/11/07 20:09.
Re: Load level in parts [Re: Leaf] #135249
06/11/07 23:08
06/11/07 23:08
Joined: May 2006
Posts: 69
Canada
L
Leaf Offline
Junior Member
Leaf  Offline
Junior Member
L

Joined: May 2006
Posts: 69
Canada
Alright im home:

FUNCTION main(){
sky_color.red = 1;
sky_color.green = 1;
sky_color.blue = 1;
camera.clip_far = 2000; //clip distance in quants
camera.fog_start = 0.8 * 2000; // fog at 80% of clip_range
camera.fog_end = 0.9 * 2000; // fog till 90% of clip_range
fog_color.red = 1;
fog_color.green = 1;
fog_color.blue = 1;
video_switch(7,0,1);
level_load("level.wmb");


}









This will clip everything form your camera. I bet your level lags like a madman if it takes 3 minutes to load up. But if it is 3 minutes to compile on max quality that is normal??? You are talking about when you hit the "Run Level" right???

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