Beleg Cúthalion on 29/1/2008 at 10:50
@Flux: Thanks, but did anyone hit the maximum yet? Not that I'd feel uneasy being the first one, but just in case to prevent me from working for an hour or so for the second time (but I'm a diligent save maker).
@NH: Well, then let's call it Medieval Steam Fantasy. Left aside the very leveldesing of the first games, they are meant to be more steampunk-like, that might be correct, but rather because steampunk is defined as being something 18-20th-century-like anyway. :erg:
GlasWolf on 29/1/2008 at 19:13
I'm not sure there are any maximum levels, but there may be a point where the numbers just get ignored. I think I'm correct in saying that you can make them as high as you like and the game will still run (but I could be wrong).
Incidentally, the default numbers do have a mathematical significance but I'll leave it to you to (
http://www.google.co.uk/search?hl=en&q=31457280+26214400+15728640) work out what it is. ;)
Ziemanskye on 29/1/2008 at 19:49
The pools can go as high as will fit into your graphics card: mulitply by ten and we've found the hard way that some people won't be able to play your mission, but I'd suggest keeping note of the default value and just mutliplying it up again as you need. Hearts and Minds went up to 4x on the StaticVertexPool, and 3x on the others, for example.
Beyond that, there isn't much need to do it in steps. Count 10000000, 20000000, 30000000... if you want; I doubt there's any real reason to have to keep it 2^x sized.
Beleg Cúthalion on 29/1/2008 at 20:20
Hearts & Minds needed an increase in the smesh pool? That's tough. :erg: However, this sounds like there is always the possibility of repairing an Viktoria-error-screwed-up mission. Luckily I never had a real one. It usually only crashes if I vertex-edit a pair of vertices onto another pair of them. Hehe...anyway, back to topic.
Is there a way to make T3Ed show the current vertex numbers? I looked through those extra menus, but did not find any.
And for the real topic: After updating Cabot, I guess I'd ask Flux to reconstruct Rutherford Castle. If I'm not mistaken there should not be a lot of scripting and the torch lever issue doesn't seem like a problem – the designing part might be, though. Give me a week, maybe then I'll have time too, and maybe I'm also into translating the TDS sounds into German...:p
Ziemanskye on 30/1/2008 at 19:41
I think it's in the Edit menu in the editor: a thing called "Show Memory Usage", which will show in Kb how much smesh memory you're using, a bit of math between that and your poolsizes works quite nicely, but *just in case* I'd advice making sure the pool is higher than the value in the popup - because I don't trust the thing to count properly (and you might need more for spawned NPCs, or for the HUD or whatever)
Flux on 1/2/2008 at 15:14
Quote Posted by Beleg Cúthalion
And for the real topic: After updating Cabot, I guess I'd ask Flux to reconstruct Rutherford Castle. If I'm not mistaken there should not be a lot of scripting and the torch lever issue doesn't seem like a problem – the designing part might be, though. Give me a week, maybe then I'll have time too, and maybe I'm also into translating the TDS sounds into German...:p
I checked the castle levels, I guess it looks difficult to merge. They added extra stuff around the courtyards after the split. I mean, we have to design the whole intersection areas again. Sometimes merging from top view is never enough, it has to fit vertically also.
When I have more time, I'll check again but at the moment it seems unlikely to combine them.
Sxerks on 2/2/2008 at 01:09
Quote Posted by Flux
When I have more time, I'll check again but at the moment it seems unlikely to combine them.
If you look at the two maps in-game and in-editor you will see a lot of inconsistencies.
The moon is to the North in the first section(which it can never be anyway) and it is to the East in the second section. So the skybox(globe) would need to be altered or rotated.
According to the compass the hallway between the sections runs South to North, but in the editor the hallway in the second section runs East to West.
These two things show that they used the same skybox, but rotated the compass in the second section 90 CCW so that the hallways would line up.
Or there may be some other odd reason.
Either way Rotating the second section 90 CW should make things line up better for combining the two.
A lot of the other maps wont aline well, and have rotation issues, good luck.:thumb:
jtr7 on 6/2/2008 at 01:05
Even though it would be a great pain and a few compromises would have to be made, could they be brought together and placed near each other, but not touching, into the same mission file, anyway? If only to demonstrate the problems? Since the TDS OMs are official, and since the OMs are not truly being compromised, maybe a respectable Fan-made reconciliation could be better determined if the two are side-by-side and can be studied. Some generic fill-texture could be placed between the seams. If done, it should be aligned it at the ground level, and let the other areas stay misaligned.
I do consider this a low priority on the list of things you'd like to tackle, so I'm not worried about the rejection of this idea.:)
Beleg Cúthalion on 6/2/2008 at 07:19
Making simple teleport traps was what I suggested for the City maps, especially because they are so far away from each other that it would be strange if one could walk through them. Gamall would also be an issue. But for the real missions I think we would achieve too less for the work it would bring. If we do it, we should make whole levels because everything else isn't worth the effort.
By the way, there is no select-all command that I've been overlooking...?
jtr7 on 6/2/2008 at 08:59
Quote:
But for the real missions I think we would achieve too less for the work it would bring. If we do it, we should make whole levels because everything else isn't worth the effort.
Yes. I think if the two sections were placed in juxtaposition, and the problems were clearly seen for what they are, an ideal solution may present itself. And just getting the two sections grouped together would be a necessary step, anyway.:)