Gingerbread Man on 24/2/2005 at 04:50
Yes. In fact, while building it's very handy to toggle the "lighting overlap" thing (forget what it's actually called) in the preview window.
Ishtvan on 24/2/2005 at 06:34
What is the object property max? Is this a max on the total number of different object properties you can have?
Is this changable at all or is it a hardcoded limit? What is the reason for this limit? (precaching object properties and don't want to kill RAM, or what?)
Brodieman on 24/2/2005 at 06:40
Well with optimisation we may get quite large levels i personally think we'll run into problems not too far beyond the range of the biggest TDS level. But i'm willing to be proven wrong (and am tyring to disprove myself as well ;) ).
deadman on 24/2/2005 at 07:07
Quote Posted by Gingerbread Man
How much larger than the shipped levels could an FM realistically be? Are the relatively small levels a function of console limitations and a desire to create one product that would run well on both platforms, or are they simply the most that could be squeezed out of the engine without losing efficiency?
I'm personally thinking more along the lines of more detail rather than necessarily larger areas. Think of Song of the Caverns (which I have no clue as to whether this ran into limits or it was just laziness) and the many halls identially textured and entirely empty. I'd much rather get into some fine detail in what's already existent (for OMs, assuming combining separate map chunks into one big map fails) and perhaps with FMs as well. I've looked at screenshots for some Unreal missions out there and can hardly believe it.
It's time to let the Unreal specialists here see what's what with combining maps, or come up with some global maximums.
And wow, you started this thread in November of '04. Weren't you the expectant one? :laff:
deadman.
Gingerbread Man on 24/2/2005 at 09:04
Expectant?
Dude, we've been working with this thing since the end of October. ¬¬
stephenuk on 24/2/2005 at 16:29
do u think it would be possible to make dynamic levels, as they where in the original thief series, where when can have windows that u can look out onto the street with and only 1 house that doesnt load multiple sections, that was a big dissapointment in thief 3, where u would have a guard chase u, but u ran into the next zone, he can not chase you no more, makes it a bit too easy. I know there are memory restraints, such a pity this was not just a pc only game like the original, and we just get a smelly horrible games console restricted version.
deadman on 24/2/2005 at 16:42
Quote Posted by Gingerbread Man
Expectant?
Dude, we've been working with this thing since the end of October. ¬¬
Heh, but we weren't so sure it would ever see the light of day, as it were ;). Or maybe I missed an important dev announcement to the effect that "We are working on the editor, and it WILL, without a doubt, be released". Null's announcement was hopeful, but not conclusive.
So yes,
Mr. Expectant :p
ZylonBane on 24/2/2005 at 16:46
Quote Posted by stephenuk
do u think it would be possible to make dynamic levels, as they where in the original thief series,
Thief's levels weren't dynamic. They were always the same every time. :weird:
Huckeye on 24/2/2005 at 16:50
But those figures are with the stock editor, right? isn't everything set up with the Xbox in mind? Can't tweaking, yeah even, massive reworking be done to allow for a better outcome? I am under the impression that the T3 levels were designed for the 64MB xbox memory limit. Not sure exactly what I am talking about here, it just seems odd that with some of the UT stuff I have seen that we are stuck with such a small limitation. At some point the better hardware should start to play through here, right?
stephenuk on 24/2/2005 at 17:40
what i meant to say was in thief 1 and 2 u could be chased by an ai anywhere without the ai being restricted by a zone, being able to make a big enough level which supported multiple houses which do not need to be loaded seperatly, so if i am spotted by a guard in the house, i can be chased out onto the street and chased into another, without all this zone nonsense. i find it hard to believe memory is an issue considering most pc's today have around 512 up to 1 gig, the graphics are good but not blow away, i think far cry or morrowind had the right idea by having multiloading levels, even though seperate you didnt know the difference because it was a seamless load, with just the odd pause when loading, and ai could follow you through.