Building first Map, need some help... - by Gaestle
Gaestle on 27/3/2006 at 11:31
Hello,
these days I've startet trying to build my first map. These are my first two questions but I think some others will follow through the process of biulding these virtual castle ...
Now the first Questions:
I try to build one of these "Lightbeams with dust inside" to one (or two) of my windows. But how to get this? Now I'm try a bit with DirectionalLight (because the Symbol looks like what I want), and an LightCube (or so). But no effect. Search function give me no results/answers.
The Other Question:
AFAIR there is a "Limit of Complexity" (Number of Meshes etc.), the T3-Engine / Editor can handle. Can I see somewhere who much "Complexity" my Project has? (e.g. to split the mission with loading zones...)
[edit:] Third Question:
I build a double door - a door with two wings/doors. I took the first Wing/door and copy it and turned around. Now the direction of opening is different, one door/wing opens/swings to the inside of the room, the other to the outside. Thats not good. How can I change the direction for swinging up?
Thank You!
With Best Regards
PS: My first map is build with Komags Tutorial. Great Thing! Thank You!
Bardic on 27/3/2006 at 12:51
5:30 in the morning and I'm up watching some old VR.5 episodes, so let me see if I can answer some of these. Oh, and good to see another person working on a mission, it's a fun and frustrating experience.
For the light, you need a particle emmitter. in the actor browser under FX->Emitter->WindowLightShaft or WindowLightShaftLarge. and then you will also want a light in them so they have an effect on the lightgem as a player moves through them. Just play around with it.
Complexity wise, there are some things you can choose in the Flesh Renderer viewport like wireframe, overlit geometry, FleshShadowVolumes, so you can see where you have too many things in an individual area. As far as too complex for the whole level, I don't know that you will need to split a mission with loading zones. Levels can be bigger than the OMs because we aren't limited by the Xbox.
And lastly, doors. I'll send you to the Wiki on this one (
http://www.ttlg.com/wiki/wikka.php?wakka=DoubleDoors) http://www.ttlg.com/wiki/wikka.php?wakka=DoubleDoors steps 1-5
Gaestle on 27/3/2006 at 14:17
Thanks a lot!
We have nearly no restrictions for complexity / levelsize for PC?
New Horizon on 27/3/2006 at 15:13
Quote Posted by Gaestle
Thanks a lot!
We have nearly no restrictions for complexity / levelsize for PC?
Oh, there are plenty of limits. Just search the forum. :)
(
http://ttlg.com/forums/showthread.php?t=104378)
GlasWolf on 27/3/2006 at 17:57
That'll be one then.
(Yes I'm still on my trip about people blowing the limitations/bugs/unreliability of T3Ed completely out of proportion.)
New Horizon on 27/3/2006 at 20:10
Quote Posted by GlasWolf
That'll be one then.
(Yes I'm still on my trip about people blowing the limitations/bugs/unreliability of T3Ed completely out of proportion.)
:laff: Who was blowing anything out of proportion? I just didn't want the guy having a false impression that there were absolutely no limits. As with any engine, there are always limits.
Bardic on 27/3/2006 at 21:39
I'm just assuming that as a first approach, very few people would make a level that needed loading zones. Also most people didn't like loading zones in individual missions, so if you can build without them it's a little nicer.
GlasWolf on 28/3/2006 at 01:57
Quote Posted by New Horizon
Who was blowing anything out of proportion?
One != "plenty". Gaestle's posted here as a new builder (welcome!), and at that stage it's hardly what you want to hear from people with more experience of the editor. It gives the impression that you're wasting your time even bothering to learn how to use it because the crashy-buggy-limity monsters of doom could strike at any time. Codswallop.*
* No more than most other not-very-supported type applications. Also please note that I reserve the right at any time to change this post to a "You go, NH!" type response should I encounter said crashy-buggy-limity monsters of doom.
Gaestle on 28/3/2006 at 06:57
Oh, I'm a newbie. Totally. It's my first try.
I'm not going to virtualizing the whole medieval world in one map. It will be only a castle with some courtyard around.
At this time my Vertex(?)-Count (when I do "Build all") ist around 4.500 (for mayby a third or a quarter of the groundfloor of the castle and maybe a third of the basement). When the number in the Link from NewHorizon is one limit, I have much to do yet for reaching this ...
Maybe I have to pay attantion to the number of light-sorces, because I try to do the lightning nearly completely with torches and maybe oil-lights instead of using electric light and also trying to use not so much ambient light, for a touch next to "historic"/"real" medieval. But torches are not very bright, so I need a lot of them. And in one room it seems my GeForce6800 becomes sweating - I think for the number of light-sources (althrough there are not much shadows projected).
The FMs I've seen so far, seems not so very big to me (the are good - of course - but just not as large as some T2 FMs) - that was the reason for my question for limitations.
I know there are some projects which are canceled, so it's obvisiously somethimes very frustrating. I hope, I have enough endurance ...
Crispy on 28/3/2006 at 08:16
Yes, lots of light sources will make the game run slooooow. :) Even if they're not casting many shadows, you will still get the speed impact.
You can change the brightness of torches; open its properties and look under "Lighting". I forget the exact name of the property but it should be fairly obvious.
Also, you can set up ambient light, which helps.