Please ask your basic (newbie) questions in here. - by scumble
Beleg Cúthalion on 8/10/2008 at 16:11
Just have a look at str8g8's homepage (it should be in his signature, or have a look at his Bridge release thread) and get his ressource pack including his map files. The Bridge exterior is a nice example of making stupid brick walls into vivid facades using a lot of static meshes.
First of all I'd try to avoid added brushes as long as possible (brushwork must be kept simple, that's the big difference to DromEd, but me never having worked with the old editor, I think it's better here :p). Carve out simple street brushes and add detail by static meshes (have a look at the SMesh Brothers homepage where Ziemanskye provided wall segments and cubes). This way you can fake complex architecture without bringing performance down too much.
Static meshes get invisible once they're out of any visible brush or a zone nearby. This is both curse (when high SM buildings vanish or appear if you walk in a certain distance) and blessing because you can build several things that don't seem to be close to each other although they are, just because all objects are in another zone/brush. Never make these street subtract brushes too low, rather keep them high and turn their texture to BF blank and place static meshes instead if you want to have a smaller building.
PS: To make even more obvious house advertising; have a look at (
http://www.ttlg.com/forums/showthread.php?p=1751213#post1751213) these. In the left picture the half-timbered house on the right is completely made of stupid cubes, the roof consists of Ziemanskye's roof segments (incredibly valueable as well). The wall behind it is BF-blanked (i.e. not rendered), so I can put in front of it whatever I want, it'll look like different houses with different heighs. And one more thing; I have brushes with different heighs next to each other as well and covered the edges with turrets or something, but that's not so clean and comfortable.
PPS: Skyboxes should be part of Komag's tutorial; basically it's a hidden room somewhere and gets projected onto every BF-blanked surface with nothing behind (i.e. the "ceiling" of subtract brushes).
Well, I should be out of here by now...
Caradavin on 8/10/2008 at 22:29
Aha! This all makes sense. Yeah, I did Komag's tut on skyboxes (couldn't get clouds to work right, erg) and I understand the concept, which makes me certain that there is no more big huge sky brush at the top, which is better, actually for the engine. Who would need one? OH, I think it is beginning to click! :ebil: *runs off to edit some more*
Martin Karne on 11/10/2008 at 00:40
Just keep in mind mate that anything that is on the skybox is seen all the time and anywhere so it will affect your overall FPS.
Judith on 11/10/2008 at 09:15
But, you can always switch off the skyzone info, using volumes and scripts (e.g. when you're inside buildings), so it's not that big problem.
Martin Karne on 11/10/2008 at 10:31
Good lord, I have upgraded to Core 2 duo, GF8600 and my maps load as blank space in the editor, the original ones are ok though, well to rebuild it all again I presume. (must be some path reference in the maps or something).
:mad: :nono: :laff: :wot:
Beleg Cúthalion on 11/10/2008 at 11:06
Have you tried the autosaves?
Martin Karne on 11/10/2008 at 20:53
Their size is the same only that they're blank, void, empty of everything.
Well back to work.
:confused:
Beleg Cúthalion on 11/10/2008 at 21:07
Well, you still could send them somebody else to try and maybe re-save them. =|
Martin Karne on 13/10/2008 at 12:38
I wasn't completely happy about my work on level one, way too much exploring and little focus on the mission (read as way too many rooms that did nothing to the game flow), and level two was a problem in scale, and illumination, way too big and quite flat and boring.
ShadowSneaker on 16/10/2008 at 00:02
I have these staircase static meshes which the Navmesh will not appear on. I added the property Navmesh -> Add navmesh to all surfaces Default, and it didn't work. I tried changing the 'default' to 'always' and it still doesn't work.
This has not happened before. The navmesh would always appear on smesh stairs.
Does anyone know what is wrong and how to fix it?
Thanks,
SS