Proud Taffer on 31/3/2005 at 04:24
Now that the editor is out is it possible to remove the load zones from the original missions that shipped with the game?
New Horizon on 31/3/2005 at 04:30
Quote Posted by Proud Taffer
Now that the editor is out is it possible to remove the load zones from the original missions that shipped with the game?
You may find information on this in the T3 Editors Guild. :thumb:
Bumbleson on 31/3/2005 at 22:21
Has already been discussed. It's not that easy (if at all possible). There are many things that have to be considered. One is that each city section contains *all* the AIs you meet there during the course of the game (e.g. Enforcers, Statues, Gamall), but those that appear at a later time are hidden and appear when their time has come. One would have to take care of this when joining the levels together. For example, each City map contains its own Gamall AI. If there's only one big City map, you'd have to delete all but one of them and instead create a teleportation system or something like that and a lot of triggers to implement the same functionality. A lot of properties, scripts and whatever else would have to be considered, and this is only one example of many. So there's much more to it than just joining the maps and deleting the load zones. Somebody may do it some day, but it's hardly worth the effort IMO.
ataricom on 31/3/2005 at 22:50
All of those hidden AI are turned on/off depending on what day it is, right?
So, I think the only way to eliminate rescripting the entire city and have only what is required at one point in time would be to create 10 (or however many days there are) seperate City maps, one for each day.
Doing that would give you more control over the little things, but would that not also take up a few hundred more megabytes of hard drive space? And think of the loading requirements too. Instead of loading one piece at a time, you'd have to load one file, what, 6 or 7 times the size of the normal City sections?
On the other hand, I believe it would be possible to combine individual missions, where the whole map uses similar resources.
T3 makes very poor use of computer resources, and there's bound to be a way to get around them.
Proud Taffer on 1/4/2005 at 01:01
Gotcha, thanks for the reply!
Komag on 1/4/2005 at 02:06
I strongly predict that it will NEVER happen, because the effort required would be herculean, and the rewards paltry.
Bumbleson on 1/4/2005 at 20:06
Agreed. In fact, I would never do it. The nearer I came to the end of the game, the more I was bored to death by the City sections. They are way too easy and there's not enough variety to keep you going. It's just not worth it.
242 on 2/4/2005 at 22:19
Quote Posted by Bumbleson
Has already been discussed. It's not that easy (if at all possible). There are many things that have to be considered. One is that each city section contains *all* the AIs you meet there during the course of the game (e.g. Enforcers, Statues, Gamall), but those that appear at a later time are hidden and appear when their time has come. One would have to take care of this when joining the levels together. For example, each City map contains its own Gamall AI. If there's only one big City map, you'd have to delete all but one of them and instead create a teleportation system or something like that and a lot of triggers to implement the same functionality. A lot of properties, scripts and whatever else would have to be considered, and this is only one example of many. So there's much more to it than just joining the maps and deleting the load zones. Somebody may do it some day, but it's hardly worth the effort IMO.
It's all unimportant in comparison with the main and ultimate reason - the maps can't be more than 7 or 8 mb. Almost all TDS "half-maps" already are just under that limit, i.e. we have to live with tiny loading zones (at least for more or less detailed maps).
SneaksieDave on 2/4/2005 at 22:37
That is furthering faulty information. There is no 7-8 Mb limit on level size. A conversion of Bafford's has already been done to the tune of 46 (FORTY-SIX) Mb.
Mandrake on 2/4/2005 at 22:52
Quote Posted by SneaksieDave
That is furthering faulty information. There is no 7-8 Mb limit on level size. A conversion of Bafford's has already been done to the tune of 46 (FORTY-SIX) Mb.
Is that just a basic geometry conversion or a playable map now ? How did they get around the brush limitations in the unreal engine ? (brushes not designed for detail work)
Framerate ? Download link ? :cheeky: