Jump to content

Klaw's Mapping Questions!


  • You cannot reply to this topic

43 replies to this topic

#1 Klaw

Klaw

    Member

  • Members
  • PipPipPip
  • 51 posts

Posted 23 June 2013 - 06:32 PM

I figured it'd be simpler to make one big topic, and cover all my questions, than to make one topic for each :P

 

I have, at this time, two individual questions for you all.

 

 

Firstly - there is a peculiar bug in my most recent project (RPG_Frigate) where, If you happen to be looking in a certain direction (Typically toward engineering) There's some lag/lowFPS issues there.

 

Frigate, is more or less 5 decks jumbled together in one shell - I've seen maps like this work before, though I'm wondering if this lag issue may have more to do with the game trying to render everything on the map all at once. Is there a way to limit what the game will render at all times - without loosing the streamlined feeling of the map? (IE, you open a door, and can still see everything in the room)

 

Another question I have, deals more with entities:

 

On maps like Runabout, and dy100A - when you open the airlock, the Gravity changes.... I've done some seraching, to no avail... and I'm wondering how this could be accomplished?

 

 

I appreciate your responses! :)



#2 GSIO01

GSIO01

    UberGames Developer

  • UberGames Developer
  • 1,021 posts

Posted 23 June 2013 - 09:29 PM

About the first:

  • Use as many hint and area portals as possible.
  • Make sure anything that is invisible is caulked.
  • Turn anything possible into detail brushes. Best practice is to have a very simple structural hull and make everything inside it detail (e.g a corridor has a structural base for example a simple square tube of brushes and all the details are done with detail brushes inside it.

Second question:

 

/*QUAKED target_gravity (.5 .5 .5) (-8 -8 -8) (8 8 8) PLAYER_ONLY MAP_GRAV
-----DESCRIPTION-----
This changes the servers gravity to the ammount set.
 
-----SPAWNFLAGS-----
1: PLAYER_ONLY - If select this will only change the gravity for teh actiator. TiM: an actiator eh?
2: MAP_GRAV - Will reset player to the current global gravity.
 
-----KEYS-----
"gravity" - gravity value (default = g_gravity default = 800)
*/


#3 Klaw

Klaw

    Member

  • Members
  • PipPipPip
  • 51 posts

Posted 23 June 2013 - 11:15 PM

Thank you - I have one more query: What's the proper name of the EVA suit so I can attach it to a give entity?



#4 GSIO01

GSIO01

    UberGames Developer

  • UberGames Developer
  • 1,021 posts

Posted 24 June 2013 - 05:37 PM

It has it's own entity:

/*QUAKED target_evosuit (.5 .5 .5) (-8 -8 -8) (8 8 8)
-----DESCRIPTION-----
Grants activating clent the EVA-Suit-Flag with all sideeffects associated.
 
-----SPAWNFLAGS-----
none
 
-----KEYS-----
"targetanme" - entity needs to be used
*/


#5 Klaw

Klaw

    Member

  • Members
  • PipPipPip
  • 51 posts

Posted 24 June 2013 - 08:33 PM

Once again - Thank you! :)



#6 Klaw

Klaw

    Member

  • Members
  • PipPipPip
  • 51 posts

Posted 27 June 2013 - 11:27 PM

Another question!

 

I am quite honestly <----> that far from releasing this new project of mine... but I've hit a snag.

 

I made a couple last minute entity changes (And it added a grand total of 6 brush entities - that have since been deleted) When I compiled it to test out - none of theses additions were there. I went through and consolidated some other entities... and came back to it - to discover the same problem.

 

The two stupid entities (one was going to be a treadmil - the other an aft viewer on the bridge) I can live without... but the airlock doors (Which I had one side working fine before the addition - then consolidated the doors to one entity - and broke the old working ones), I can't :P

 

I do hope you guys can shed some light on my predicament :)

 

Below here is a list of all my entities - I hope this will help shed some light:

 

 

func_door: 91

func_rotating: 1

func_usable: 103

fx_phaser: 4

fx_torpedo: 16

info_notnull: 20

info_player_start:7

light: 1941

misc_model: 634

misc_model_breakable: 71

misc_portal_surface: 8

misc_teleporter_dest: 6

target_alert: 1

target_boolean: 7

target_delay: 34

target_evosuit: 1

target_give: 5

target_gravity: 2

target_print: 6

target_relay: 56

target_shake: 1

target_speaker: 82

target_teleporter: 4

target_turbolift: 4

target_warp: 2

trigger_multiple: 2

trigger_teleport: 2

trigger_transporter: 1

ui_transporter: 1

worldspawn: 1

 

Thank you guys for your help!



#7 GSIO01

GSIO01

    UberGames Developer

  • UberGames Developer
  • 1,021 posts

Posted 29 June 2013 - 12:13 AM

Could you please try if the command

getBrushEntCount

is available in your RPG-X version and tell me what it's output is.



#8 Klaw

Klaw

    Member

  • Members
  • PipPipPip
  • 51 posts

Posted 29 June 2013 - 02:06 PM

Tried this command - with no success

 

As a note - I've also scaled down the map to a point - PRE-additions... and I'm still getting some weird errors

 

 

Admin FX won't fire, Any entity I streamline together won't fire. Sounds have stopped working all together - this is the weirdest thing I've ever seen :P



#9 GSIO01

GSIO01

    UberGames Developer

  • UberGames Developer
  • 1,021 posts

Posted 29 June 2013 - 03:08 PM

You're on vEF right? Sounds like you reached the max number of models that can be used. That number is 255 for vEF and 511 for rpgxEF. Strange thing is that the rollback didn't help.

#10 Klaw

Klaw

    Member

  • Members
  • PipPipPip
  • 51 posts

Posted 29 June 2013 - 10:21 PM

I'm actually mapping for RPG-Xef

 

but - if 511 ia my limit.....on models (assuming that means misc_model and misc_model_breakable combined?) Then I'll look into thatm and see what I get

 

That could make sense! :)



#11 GSIO01

GSIO01

    UberGames Developer

  • UberGames Developer
  • 1,021 posts

Posted 30 June 2013 - 08:00 PM

The limit goes for all models registered on the server side which means:

  • every brush entity
  • misc_model_breakable but not misc_model
  • and any other server side entity or function that registers new models


#12 Klaw

Klaw

    Member

  • Members
  • PipPipPip
  • 51 posts

Posted 01 July 2013 - 09:24 PM

The limit goes for all models registered on the server side which means:

  • every brush entity
  • misc_model_breakable but not misc_model
  • and any other server side entity or function that registers new models

Such as Explosions and character spawn admin effects?



#13 Harry Young

Harry Young

    Ubergames Lead Lua Coder

  • UberGames Developer
  • 291 posts

Posted 01 July 2013 - 10:00 PM

Nope, those are effects. they spawn a texture and that's it.

 

If you go very simple you could say that all func_*-entities, trigger_*-entities and misc_model_breakable as well as the worldspawn contribute to the model limit. Any other entity does not spawn a model or - if it does or at least allows to - is either not relevant to RPG-X or there's a much simper way to do it.



#14 Klaw

Klaw

    Member

  • Members
  • PipPipPip
  • 51 posts

Posted 01 July 2013 - 11:12 PM

I'm  learning sooo much here :) it makes me happy - hopefully I'm not becoming an annoyance to you guys :P



#15 GSIO01

GSIO01

    UberGames Developer

  • UberGames Developer
  • 1,021 posts

Posted 03 July 2013 - 03:24 PM

Don't worry you are not annoying me and a far from doing so. ;)



#16 Klaw

Klaw

    Member

  • Members
  • PipPipPip
  • 51 posts

Posted 03 July 2013 - 10:54 PM

Got another question for you guys

 

The map's done - pretty and ready to roll.... but every time I test it, and log in as admin to do some FX stuff..... nothing is rendering on the main ship (Though the shuttle and other areas - completely seperated from the main section are just fine)

 

It seems that the Energy Balls (Primary fire of Phaser Rifle, Secondary for Disruptor, Photon Burst) Admin Gun, and any Admin FX like explosions and character spawning are affected.

 

Any possible thoughts on this?



#17 GSIO01

GSIO01

    UberGames Developer

  • UberGames Developer
  • 1,021 posts

Posted 04 July 2013 - 03:14 PM

Do you use any mirror or portal entities?

#18 Klaw

Klaw

    Member

  • Members
  • PipPipPip
  • 51 posts

Posted 04 July 2013 - 04:39 PM

Yes! I have mirrors in the Crew Quarters, and a Portal on the bridge to create an aft viewscreen



#19 GSIO01

GSIO01

    UberGames Developer

  • UberGames Developer
  • 1,021 posts

Posted 06 July 2013 - 01:14 PM

I'm not so sure about mirrors but for portals the main problem is that all entities that are inside them (meaning all entities of the areas you can see from there) will add tot he count of areas in the area the player is in. So if your area has for example 150 entities and somehow there are 3 areas in the portal (note that "area is inside a portal" is not always equal to "area is visible in portal") one very simple with lets say 10 entities and the other with about 100 you'll get an acutal caount of 360 entities in the current area the player is in.

So using portals might lead to to many entities for the area a player is in and then the result might be that entities don't get drawn.

 

The second possible cause is that you simply have to many entities and no free entity in the entity index is found to add the effect.



#20 Klaw

Klaw

    Member

  • Members
  • PipPipPip
  • 51 posts

Posted 17 December 2013 - 02:43 AM

Ok - I'm back, with another one for you

 

I read somewhere that, to save entities - The Alert lights could be trimmed down to one entity for each alert. - This is all well and shiny, however, because of Areaportal brushes around some stand alone, windowless rooms, the Alert lights vanish once the door shuts.

 

Now, I'm thinking my best bet is to use a few more entities and make the alert lights individually for those rooms - unless there is another way...

 

So, is there a better, more effecient way of tending to this problem?





0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users