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Re: Huge Worlds
[Re: Matt_Coles]
#16531
11/01/03 18:48
11/01/03 18:48
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Joined: Aug 2003
Posts: 7,439 Red Dwarf
Michael_Schwarz
Senior Expert
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Senior Expert
Joined: Aug 2003
Posts: 7,439
Red Dwarf
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Hi, i can give also an example to make huge worlds: make all smaller: For example, i am currently making Dark Age a Role-Play game with a huge(huge)-world. I made the Players Size to 4 Quants. so the world is small and you can extend it very much. For things that are smaller or require more poratls i make a wmb file. all "sectors"(Mountins, cities) i have compiled into a wmb file. later i get them together in a main map. Plane: Code:
| & - = Level Borders / & \ = Hights S = Sector borders |--------------| | /\ s / | |/ \ s \ | |sssssssss \ | | /\ s \ | |--------------|
wll its not good explained but it shoul help you. What i mine is: Make all smaller to get more space to construct a huge world. cu XWCG(blue)
"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
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Re: Huge Worlds
[Re: Matt_Coles]
#16532
11/02/03 05:57
11/02/03 05:57
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Joined: Aug 2001
Posts: 426 USA
Homey
Senior Member
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Senior Member
Joined: Aug 2001
Posts: 426
USA
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Hiya, I found a good turtorial for the torque engine. It gives some ideas about how they use LOD and detail blocks to reduce poly counts on there large outdoor areas. Although its specific to torque which is designed for massive outdoor worlds, some of it can be applied to GS.. Torque Map Tutorials
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Re: Huge Worlds
[Re: Michael_Schwarz]
#16536
11/22/03 07:58
11/22/03 07:58
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Joined: Sep 2003
Posts: 546 Somewhere in this world
Commander_Josh
Developer
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Developer
Joined: Sep 2003
Posts: 546
Somewhere in this world
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Here's another suggestion. I'm in the process of creating a huge world too and I'm mainly using models for my buildings and so on. To avoid the whole problematic collision with models (where players walk right through them) I've placed invisible blocks/cubes around, to get good collision. I've created a world with 4 labyrinths in it where the walls are models surrounded by these invisible blocks.
I had a problem for the ground though. I want to use fog, but when I created my ground from a block I always get the 'to big for shaded' error. Tried to use very small blocks to no good either. I can set the texture to flat, but then the whole texture dissapears becasue of the fog (I get one huge red plane --- red is the fog color used). Here's what I ended up doing. I creaed a huge block as my ground and made it invisble. On top I placed the texture I wanted as a ground as a sprite, duplicating as much as needed to cover the whole area. This works very well and no demand on the frame rate at all.
Perhaps buildings can be constructed this way to, by putting together sprites and placing invisible blocks around them...... this would give a great framerate.
At the moment I'm still using models, since the walls are a bit detailed in shape. At the moment my level is 16000 x 16000, it has far over 300 models in it (10 different models, duplicated lots of times), about 60 mountains (10 different hmp files), using fog, and I still get a framerate between 50-70. Except for at the biggest labyrinth, when looked at from one certain side, the framerate drops to 40, as soon as you go one step closer or further away the frameratr goes up again. Building time of the level is around 3 secs.
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Re: HINT BLOCKS
[Re: MaXMaD]
#16538
12/26/03 06:33
12/26/03 06:33
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Joined: Nov 2003
Posts: 9 Netherlands
robindegen
Newbie
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Newbie
Joined: Nov 2003
Posts: 9
Netherlands
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sry i didn't reply erlier. I've bin kind of busy. I admit that complicated models have bad collision detection. It will make the game slow to! I found a program on inet that can export GTA (3 and Vice) buildings\models to 3D studio MX models. Which can be exported to gamestudio models. With a little editing, you will have prefabed buildings, bridges and alike (just give them a new skin and edit a bit)
Note: The models in GTA aren't that complicated, and if they are, it are multiple models (like the broken bridge in GTA 3).
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