ProjectX on 28/7/2005 at 12:30
Sory Komag, but I'll have to withdraw my mission from the contest. It just isn't possible with your limitations.
I might make a simple "rob teh house foo!" mission if I can, but my priorities are finishing the two missions I currently have.
Unless of course someone can give me a quick and dirty guide to setting up teleports to teleport between locations within the same level witout creating another file.
Ziemanskye on 28/7/2005 at 12:35
Can't help you with that one I'm afraid ProjectX, my attempts at internal teleportation didn't work out at all (just didn't go anywhere). I suppose you could use the level change teleporting script, but see if it will reload you at a new location in the same file. Icky way to do it if it works, but it's a possibility.
Zillameth on 28/7/2005 at 12:36
Quote Posted by bukary
If I am using the proper scale... unfortunately, most of static meshes (buildings) are higher than 640 (704 or - usually - 896 [without the base]). :( I wish Komag allowed us for 640x640x896 cubes.
How about making your outsides with brushes and smaller meshes (windows, doors etc.)? That's how most of the original City was made, if I remember correctly. I think these stock buildings are generally way too big for "small missions", anyway. They take up lots of room and they seem to only serve as background decoration, because you cannot carve in them, so they don't really work towards the goal of efficient use of space. You'll be probably better off with brushes, even if it takes more work to make everything pretty and shiny that way.
Ziemanskye on 28/7/2005 at 12:41
Well, there's that too, and with Semi-solid brushes you might be able to not splinter the FleshBSP into a billion pieces. I can't remember the link, but I put it on the bottom of the BSP page in the wiki if you want some info on BSP holes and the use of Semi-Solids.
Also, you could try using the Render>DrawScale property to shrink them, though they might look kind of weird, and you'll need to mess with the physics/collision options in the Smesh browser then BSP the collision manually.
bukary on 28/7/2005 at 13:32
Thanks for useful advices, Ziemanskye! :thumb: I'll see what I can do.
BTW, as far as I remember, most of city areas were build from LOST of huge static meshes that stick out A LOT. ;)
Dark Arrow on 28/7/2005 at 16:15
I have to agree that the size limtation is surprisingly small. I know it is big in dromed contest terms. These static meshes seem to take a lot of space.
ProjectX and bukary might be out :(
On a positive note, my mission just got two steps higher on the best mission in C6 list. :cheeky:
60% done
OrbWeaver on 28/7/2005 at 16:33
Quote Posted by Ziemanskye
Well, there's that too, and with Semi-solid brushes you might be able to not splinter the FleshBSP into a billion pieces. I can't remember the link, but I put it on the bottom of the BSP page in the wiki if you want some info on BSP holes and the use of Semi-Solids.
Do Semisolids even work in Flesh? I got the impression they were an Unreal BSP feature that possibly did not have an equivalent in the very restrictive Flesh BSP.
ProjectX on 28/7/2005 at 17:49
Quote Posted by Dark Arrow
On a positive note, my mission just got two steps higher on the best mission in C6 list. :cheeky:
Lol, I'm flattered.
But I've decided to do ANOTHER :rolleyes: FM, this one specifically designed to conform to the Contest rules.
Ziemanskye on 28/7/2005 at 19:20
Yup semi-solids work, used a few in Schism. Not sure if they are actully semi-solid or not though, but they don't splinter the bsp (changed some additions that were causing BSP holes into semi-solids, and it got rid of the problem).
They were behind smeshes though so I have no idea on the collions with them.
bukary on 28/7/2005 at 19:37
I've just realized that the sky box (it can't be smaller than 512x512x512, can it?) would take almost 1/4 of mission size. That's... just not right. ;) Some enviroments (insides) are priviledged in this contest. That's not the way it was before.
What a pity. I was hoping to play some small city missions made for this contest...