Ziemanskye on 3/3/2006 at 07:13
Just smeshes, no extra propterties?
I know they come with about 30 by default, but I think it might be important to try work out how you hit the limit
(I know I do high detail, but all my levels have been quite small so far, and I know a lot of you are pushing for much more expansive areas)
nomad of the pacific on 3/3/2006 at 10:02
There were a few FX, too. Three gas flames and a streetlight glow. I tried deleting everything I had added, but I still get the crash with that UNR even after reverting back to an older T3U. That's why I consider it a lost UNR. :nono:
BTW, after Evicted, I've decided I need to make less expansive areas. That Park area was way too much!
OrbWeaver on 3/3/2006 at 12:32
Quote Posted by New Horizon
Can we hack the property in the exe?
Only if it is an entirely artificial limit. Often these limits are actually used to allocate data structures and suchlike, so a proper recompile is needed to adjust them.
ascottk on 3/3/2006 at 15:58
Quote Posted by nomad of the pacific
BTW, after Evicted, I've decided I need to make
less expansive areas. That Park area was
way too much!
There is a way to get above the park area, nomad :ebil: The crates stacked all the way up the wall near the sewer entrance can be destroyed with the dagger. Then you can mantle the crates to get on the wall. It's an interesting view up there :sly:
bukary on 3/3/2006 at 16:10
Quote Posted by nomad of the pacific
Added a few more smeshes to Evicted and tried to test the game. CTD. Found Viki in T3Main.log. Lost my UNR file as a result. Fortunately still had an older version in the recycle bin. Too bad, though. I wanted to dress up some more of the bare spots. :(
I've just finished Evicted. Great job! It felt like T1/2 FM (and that's compliment).
So... you're saying that you've hit the limit with Evicted? :( This mission is not
that big and detailed... Does it mean that we will not be able to make bigger maps? :nono:
New Horizon on 3/3/2006 at 16:27
Quote Posted by bukary
I've just finished Evicted. Great job! It felt like T1/2 FM (and that's compliment).
So... you're saying that you've hit the limit with Evicted? :( This mission is not
that big and detailed... Does it mean that we will not be able to make bigger maps? :nono:
Hmmm, probably bigger...but sparsly decorated.
bukary on 3/3/2006 at 17:15
So... all those claims about the possibility of making BIG levels (a la Thief 1/2) with the editor and stronger hardware were myths? We're stuck with small levels (they have to be small if we want them to look good = detailed) because of some properties limit?
If so, we should consider saying goodbye to T3Ed. :( I hope somebody will find some solution to this problem. T3Ed FMs are getting better and better... It should not stop.
New Horizon on 3/3/2006 at 17:24
Quote Posted by bukary
So... all those claims about the possibility of making BIG levels (a la Thief 1/2) with the editor and stronger hardware were myths? We're stuck with small levels (they have to be small if we want them to look good = detailed) because of some properties limit?
If so, I'm saying goodbye to T3Ed. :(
It's a shame that something like this was hard coded into the editor, because it does mean that things won't be able to evolve. I'm sure with some clever design, things could be pushed further. Perhaps relying more on brushwork and textures in some areas. Although I'm not sure how well T3 handles brushes, compared to old Dromed.
We're always open to having people apply for beta mapping status for Dark Mod, should you decide to try something else.
OrbWeaver on 3/3/2006 at 17:27
Quote Posted by New Horizon
Although I'm not sure how well T3 handles brushes, compared to old Dromed.
Very, very badly. It must be one of the worst BSP engines out there, in fact it barely qualifies for the title.
Gestalt on 3/3/2006 at 17:39
I think one possible technique for getting around this sort of thing will involve combining meshes in an external editor. Instead of having, say, an arch and two pillars to support it or whatever, you'd open up the pillar and arch models in a modeling program then re-export them as one object. You'd probably have used the same settings for them as separate objects anyway (shadowcasting, etc.), so it wouldn't be much different. It's not a good long-term solution, but it'd be good for fitting a few extra meshes in here and there.