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Huge Worlds #16521
09/01/03 05:25
09/01/03 05:25
Joined: Jul 2003
Posts: 893
Melbourne, Australia
Matt_Coles Offline OP

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Matt_Coles  Offline OP

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Joined: Jul 2003
Posts: 893
Melbourne, Australia
How abouts would you go if you wanted to create a huge world with cities and all whilst having it really detailed. Is it even possible. Like in GTA 3, but with more detail.
Is there anyway to make the game load the parts of the world as you play.
Plz Help

Re: Huge Worlds [Re: Matt_Coles] #16522
09/01/03 05:40
09/01/03 05:40
Joined: Aug 2000
Posts: 7,490
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Orange Brat Offline

Senior Expert
Orange Brat  Offline

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Joined: Aug 2000
Posts: 7,490
More theory than anything:

City sized levels


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: Huge Worlds [Re: Matt_Coles] #16523
09/19/03 16:18
09/19/03 16:18

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Yea, I wonder also. I've read in the user's manual to consider LOD (level of detail) So what I gathered was you have 4 levels of detail and the most detailed level is where your'e currently and then you have the levels switch according to where the player or camera moves to. Also I think you only skin the visible sides of the blocks in your level and turn off shading for anything that's not visible , like the back sides of blocks etc. Also I haven't tried it yet but you can do things like level change in the middle of the game, for example, if a guy walks into a building with a lot of stuff in it, you can treat that like it's own level etc. Oh well, I'm still strugling with how to get my terrain to show up textured in the edit mode so that I can place buildings etc. So I've got a ways to go. Also I say read the manual on the LOD I mentioned because I could be wrong , I'm just intermediate. Hope that helps any. -Brut

Re: Huge Worlds [Re: Matt_Coles] #16524
09/19/03 22:51
09/19/03 22:51
Joined: Jan 2003
Posts: 172
UK
uman Offline
Member
uman  Offline
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Joined: Jan 2003
Posts: 172
UK
Quote:

How abouts would you go if you wanted to create a huge world with cities and all whilst having it really detailed. Is it even possible. Like in GTA 3, but with more detail.
Is there anyway to make the game load the parts of the world as you play.
Plz Help




I am working with a large City level - you can see a screenshot here : http://www.umedia.co.uk/City_Heights.htm

Although you cant see all the buildings in that level from the angle here - this is about as complicated as you can get or frame rates drop off to unacceptable levels. Biiger City levels I am breaking into smaller parts so One street of this kind is about all a level is comprised of.

Remember in this picture all buildings are just blocks - you cant enter any buildings here at the moment - one skyscraper with rooms and floors etc is all you would get otherwise - so when a player enters a building - load the interior as a new level. In this picture all the pavemets are "real" with rounded corner sections - these dramatically increase the number of portals in City levels as do details like lots of railings or fences.

Look at the skraper at the end of the street - the one catching the sunlight - its a mdl model not a block object - so try using actual mdl models wherever possible - thats if you cant get to walk into them as large models are often not good with collision detection and you can walk through them. Railing, fences and other details too - mdl models are best - they look better, load faster and dont affect the framerates so badly as blocks creating portals.

I have found large sprites for things like fences a poor alternative too which again have poor collision detection. In such instances where you got a lot of such objects use mdl then add one single invisible block over them at player waist/chest height so you cant walk through things and cant jump over them.

Hopefully the new collision system in A6.11 may inprove soeme of the collision issue with mdl and sprites I mention here.

There are other things you can do if you think about it to help decrease portals and increase framerate but if you look at this scene even if you double the number of buildings and detail entities for instance it would be nowhere near enough to give you an environment like GTA or any other modern major title.

Lots of portals (upwards of 5,000 - 10,000 max) and lots of animated entities (e.g. characters and vehicles), big high quality textures, audio and so on all in one level will grind your level to a halt. You vehicles will lose control of themselves for instance as the engine and mem requirements cant meet what the elements need - try it.

XP is no help either by the way.

These are just some ideas that may help - there are a lot of other suggestions around in the forum.

A6 just cant do it so you have to be clever and work hard to achieve a playable game of any complexity - that way you can make a city environment where gameplay is acceptable

Currently my City development is on stop while I access the implications of A6.11. At the moment it looks like all entitity scripts have to be removed to start afresh setting things back by months and my AI has gone out of the Window - Good AI in A6 is harder to achieve than good frame rates as it is now A6.11 has killed it altogether at the moment as it stands.

If I can continue to develop the City level to a finish When A6.11 is sorted then maybe I can comment further in practical terms rather than the usual theory.

Hope some of that is of help.

Keep at it everyone






Re: Huge Worlds [Re: uman] #16525
09/19/03 23:10
09/19/03 23:10
Joined: Jan 2003
Posts: 172
UK
uman Offline
Member
uman  Offline
Member

Joined: Jan 2003
Posts: 172
UK
I should also say.

You cant stop the bsp process splitting large blocks into many portals but you can help reduce the number of portals considerably also by making sure that blocks never actually overlap, which creates further splitting and many more portals. This can be painstaking by necessary if you want huge levels.

Do this by making sure all walls just touch each other using snap to grid or if possible never actually touch each other at all in places where you cant see the join, areas of darkness and so on. If under magnification (zoom) you just get them touching or aligning very closly but not touching and use high prec when you build your level the bsp processe will close the gap in many istances.

Unless you have bright lights behind minute cracks - in normal gameplay the player wont notice any that do remain - but you will save creating many extra portals this way.

Then you must ensure that you level is surrounded by a single hollow box (no gaps)or you will get uneccessary leak artifacts showing up even if the engine may not mind running the level.


Re: Huge Worlds [Re: uman] #16526
09/21/03 03:51
09/21/03 03:51
Joined: May 2003
Posts: 114
Scotland
N
Negioni Offline
Member
Negioni  Offline
Member
N

Joined: May 2003
Posts: 114
Scotland
It's do-able but build times would be a pain. Am I the only one who it seems to have been that with the 6.11 that build times are much longer? Maybe its jsut me....

Last edited by Dan Silverman; 10/20/03 14:10.

Omniworld: Descendants of Power - Team members required for Fantasy FPS/RPG in progress. E-mail me for more information - all will be considered. http://www.lostgames.uk.tt
Re: Huge Worlds [Re: Negioni] #16527
09/21/03 04:01
09/21/03 04:01
Joined: Feb 2003
Posts: 2,826
Margaritaville (Redneck Rivier...
myrlyn68 Offline
Senior Expert
myrlyn68  Offline
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Joined: Feb 2003
Posts: 2,826
Margaritaville (Redneck Rivier...
Build times will be a touch slower I am guessing because of the better lighting and new collison detection. Haven't really ran any long builds to compare the two, but it would make sense.


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Re: Huge Worlds [Re: myrlyn68] #16528
10/19/03 03:10
10/19/03 03:10
Joined: Oct 2003
Posts: 1,550
United Kingdom
indiGLOW Offline
Serious User
indiGLOW  Offline
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Joined: Oct 2003
Posts: 1,550
United Kingdom
From what i've seen of A6 so far it appears on the outset to be a big step backwards with little obvious improvements...

However now that we are playing with it more it becomes clear that nothing is further from the truth. The 32bit images really improve the smoothness of shadows, sprites and other such imagery. The editing tools are greatly improved and now have more incommon with other code tools like borlands C++.

We have experienced some strange Nexus restrictions/requirments and the overall speed of the engine seems to be the same at best, but we are yet to explore this so i can not comment......

BTW: Regarding large city scapes or gameplay areas like GT:III VC I can say this:

Play GT and watch to see how they do it. In my opinion they simply combine all the trickery available in GameStudio in an almost perfect way. They combine simple models (like palm trees) with sprites (like the palm leaves) to reduce strain on the processor, the terrain is constructed in smaller 'tiles' to help clipping, and they use 4 levels of detail...

The buildings themselves are a combination of textured simple map blocks and models which you can not enter as they are just blocks.

Finally the people that populate GT and their cars are spawned and removed as you drive around. You will have noticed that NPC entities that leave the immediate vacinity are gone for good as they have been removed.

Finally to help your render time, construct your buildings as map-entities as
this will greatly reduce your compile time.

Hope that helps....






The Art of Conversation is dead : Discuss
Re: Huge Worlds [Re: Matt_Coles] #16529
11/01/03 08:01
11/01/03 08:01
Joined: Nov 2003
Posts: 9
Netherlands
robindegen Offline
Newbie
robindegen  Offline
Newbie

Joined: Nov 2003
Posts: 9
Netherlands
well, first, you gotta know that games like gta 3(or vice city) are made as loose modals. Every part of the "city" is a modal. As in, every building and stuff. For this to work in 3d gamestudio you could make models (of buildings) or map entities. And in one map just glue 'm all togetter, without using blocks. Just the models. You will see that the build time will be around 1 or 2 secs. No matter how big your map is. And it will work. Even on low-end pc's. cuz modals are loaded on sight and aren't hanging around in the video memory when they are out of sight for the player. (blocks and prefabs do that)

Worked for me


AMD 64 3200+ @ 2.8 Ghz (overclocked) 1,5 Gig DDR 2x 80 GB Serial ATA ATi Radeon 9800XT 256 MB (i have 512 mb, it uses 256 mb of my ram) Windows XP Embedded (Works owesome on a normal pc :D:D)
Re: Huge Worlds [Re: robindegen] #16530
11/01/03 11:18
11/01/03 11:18
Joined: Aug 2002
Posts: 673
Las Cruces, NM
JimFox Offline
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JimFox  Offline
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Joined: Aug 2002
Posts: 673
Las Cruces, NM
Let me just ask a question or two to try to get my mind straight on all this. It seems to me to be an important issue. Does everyone agree with robindegen that using models for buildings will compile faster than blocks? I understand that models don't work as well for collision detection, right?
But what about the fps when the game is running? What is the trade-off there? Do models slow down gameplay? Would it make any sense to make the first floor of a building out of blocks, then drop the rest of the skyscraper on top as a model? The first floor would have good collision detection, and the model would just be there for looks? Does it make sense to use models for buildings if you can't get up next to them?
I have built some fairly large levels out of blocks, and am hitting some FPS and build-time issues, and have not much in the way of NPC's added. So some discussion of this would be helpful.


Jim
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