242 on 30/10/2005 at 12:50
Is it possible to have custom, T1/2 style maps in T3FMs? I mean nice, detailed and large.
Those tiny ones drawn with extra bold lines they used in OMs only unnerve me :)
scumble on 31/10/2005 at 21:07
Actually, to get away with large spaces you really have to ease off on the detail. I haven't touched T3ed since August it seems, but I was initially trying to create expansive views a bit like some of the T2 missions.
Inline Image:
http://scumble.net/thief/street.pngIf it's looking a bit burnt out, it's because it been processed for the sake of clarity, and you can see the distant raised section.
I find this runs acceptably on my 6600GT, but I haven't experimented that much with how far I can push things. Still, it's quite an appealing view - if constructed right, it doesn't matter that you haven't put in a million static meshes. In fact, the fact that textures have normal maps is a bit of a gift, as you can do a lot with brushes such that it looks like a lot more.
van HellSing on 31/10/2005 at 21:15
I think 242 meant maps as in maps, not levels ;)
Nice area there!
scumble on 31/10/2005 at 21:32
Ah yes! Oh well, at least it got me interested in what I was doing a couple of months ago...
Komag on 31/10/2005 at 22:35
That does look good in a Thief 1/2 kind of vibe, which will certainly be most welcome to lots of fans! Commendable! :thumb:
Krypt on 31/10/2005 at 22:42
The things that kill performance in large areas are number of lights and portals. In theory, a relatively large area with the same number of polys and the same number of lights (that don't hit too many objects if shadowcasting) should perform as well as a small densely-detailed area. scumble has the right idea with that map in his screenshot. Here are some things to watch out for when making a large vista:
1. Use as few lights as possible, and only make them shadowcasting if the shadows will be really noticable. Turning up the ambient makes this easier.
2. Turn off shadowcasting on as many meshes and BSP surfaces as you can without impacting the look of the area.
3. Use fewer static meshes and make creative use of lots of low-poly meshes (like wooden beams) for most of your detail.
4. Don't have a million physics objects that could all be rolling around at once. If you have a big stack of barrels or crates for example, just make them static.
5. Keep your BSP simple, and set as many surfaces as possible to a nodraw texture (insides of doorframes, roofs covered by static meshes, etc).
6. Make sure your portals don't get split up crazily.
7. Don't add too many AIs. Just because an area is big doesn't mean you need 30 guys on screen walking around. This can kill your performance pretty quickly.
Komag on 31/10/2005 at 23:01
That post is depressing! :( :p
Hopefully in two or three years we'll all have GeForce 9800 XTSOICU812's that can handle anything we can possible come up with in the editor! :ebil:
242 on 1/11/2005 at 01:00
Sorry, by maps I meant plans, like a mansion plan, not levels :)
But what you wrote about large missions building in T3Ed is also very interesting.
Bardic on 1/11/2005 at 02:25
Since it doesn't look like anyone has actually answered your question :D .
You can go in and make your own maps with all the little buildings, like the more detailed city maps in T1/2, in a paint program or by hand and scan it in, and overlay that on the blank parchment, I believe.
ascottk has custom maps in the Labyrinth, he could explain any problems he had. His is just line, but I am almost positive it can be anything. You will need the DDS plugin for whatever program you edit in.
242 on 1/11/2005 at 10:46
But may that parchment be exchanged with a custom parchment, bigger one? The default is too small and looks cartoonish.