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Level modeling level geometry vs model entity like doom3 #219340
08/02/08 06:08
08/02/08 06:08
Joined: May 2005
Posts: 30
Australia
M
majikstan27 Offline OP
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majikstan27  Offline OP
Newbie
M

Joined: May 2005
Posts: 30
Australia
Hello I wish to buid a RPG game based on the factory I work at that has been taken over by hell, porthole was created from one of the machines having a weird malfunctuion etc.

Anyway my question is for a game environment and style compaired to doom3 to be built and run fine in A7, how would you go by the modeling for each accessory on a part by part basis.
I mean I have been playing doom3 and and once I had cleared a room from monsters before moving on at times I stop by and just examin how the features are modeled.
Example many of the pipes feature 6 sides depending on the size and some railings are 4 sided set on an angle etc.

So in order to build a room with lots of components how and which way would be appropiate?

level geometry vs model entity, now I have found with the old A5 engine that the engine would complain about too many objects in a level and would tell me to deleat some objects and retry compiling the level afterwards, thats when modeling by level objects including blocks etc.

i ONCE DID A 3D WALKTHROUGH OF A LARGE 20 TRACK RAILWAY SHED in A5 BUT COULD NOT ADD ALL THE TRACKS IN AS IT WOULD NOT RUN AND IT AGAIN COMPLAINED THAT i MUST DELEATE SOME ENTITIES TO ALLOW IT TO COMILE

Sorry about the caps lock before.

Anyway how do I tackle the problem of allowing a complex room to be made with pipes etc with out the engine spitting out errors saying I must deleat some objects in order to compile it.

I have tried in the past to model some level entities and compile those as seperate enties that I brought into another level to try to confuse the engine in thinking that theres only one object but the lighting would not work out too well and sometimes this caused problems too with compiling.
even the error of too many duplicate faces causing the engine not to compile in many times.

How wopuld I approach in this matter with the creation of a level that had the feel of doom3 geometry.
I'm not talking about textures and baking I'm taliking about the same complexity that the levels of doom3 have been pysically built without the textures applied.

I know for smaller finer details they have been texture baked or could be photoshoped etc, but the rest is modeled!

Please reply back to this as soon as possible thankyou with your recomendations etc.

Re: Level modeling level geometry vs model entity like doom3 [Re: majikstan27] #219365
08/02/08 11:46
08/02/08 11:46
Joined: Nov 2007
Posts: 1,143
United Kingdom
DJBMASTER Offline
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DJBMASTER  Offline
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Joined: Nov 2007
Posts: 1,143
United Kingdom
I don't know about how many entities can be used in a level. I use A7 and have never come across such an error, but i guess i haven't built a level full of entities so i can't say.

You could always create them dynamically using script. You should look up ent_create for that.

Only problem with creating them by script is getting them layed out in the correct positions. Other than that all i can say is experiment. Build a basic object that has quite a few polys, maybe about 800-1000 and see how many you can add before the engine complains or the framerate is unacceptable.

Then start looking into scene management, LOD, fog etc...

These little tests will help you to plan ahead. BTW are you going to use A7?

Last edited by DJBMASTER; 08/02/08 11:49.
Re: Level modeling level geometry vs model entity like doom3 [Re: DJBMASTER] #219384
08/02/08 13:26
08/02/08 13:26
Joined: May 2005
Posts: 30
Australia
M
majikstan27 Offline OP
Newbie
majikstan27  Offline OP
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Joined: May 2005
Posts: 30
Australia
Yes of course I plan to still use A7 since I did pay for that new version too, I cannot go wasting my money especially that now I am on my own now etc, however I will have a bit more time to get this done I think :-)
but do miss being at the other place buts thats abnother matter unrelated to this
I so far have not done much testing with the A7 engine I am used to the A5 engine though and it had many cases when it had limitations on object number etc, so I am talking about those, if you say that A7 has not shown these problems then I will be quite happy with this :-)
Thanks for this reply at least .
If anyone else has any other recomendations please let me know thanks


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