Game Development Community

Compensating

by Steve Acaster · 07/27/2009 (12:24 pm) · 31 comments

img195.imageshack.us/img195/391/swisstoni1.jpg
This is Toni. You would never think it to look at him ... but Toni has a problem

img195.imageshack.us/img195/6646/lovelyjag.jpg
But Toni also has a lovely Jag to compensate for his problem

img195.imageshack.us/img195/196/swisstoni2.jpg
So Toni never has to worry about his tiny winkle

I don't have a lovely Jag. To compensate for my lack of a lovely Jag, I have an enormous level.

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Multi Crossover Chaos


My enormous, lovely Jag compensating level doesn't actually have any stuff in it yet, it's just the outer geometry. It's designed to have two main routes, routes which overlap and cut into each other, the idea being to give a variable pathway that the player can choose how to navigate from A to B. All nicely signposted at junctions to stop the whole thing from becoming one great, frustrating maze. Because being lost and walking endlessly in circles is not fun.

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Geometry. Stuffless Geometry. There's No Stuff In It Yet


Whilst this environment is clearly a "corridor crawler", I've sought to vary the length and depth of the passageways, from very tight, airduct style tunnels to vast, open roadways, criss-crossed with walkways. I'm a great believer in showing the player the places where they may go later on, but also to show places which are inaccessible and whose existence is to add to the illusion that the place is flippin' huge. Which it is.

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Long Main Transportation Tunnel is Long


My player model (currently) moves at 8 metres per second on the flat, if you want to get really boring, I can tell you that running through the level gave an average speed of 7.69 metres per second. If you're still awake I can also tell you that it took 420 seconds for a run through one of the two routes (they're about the same give a few of seconds). 8 minutes a second is kinda fast, a bit faster than Roger Bannister averaged. But anyhow, that's around a 2 mile or 3.2km run through. Without things trying to eat me.

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And looking the other way


Next up I think I'll be making a few props, cause it is awfully bare, especially within the larger expanses. Performance is good, the model is around 300k polys, and with (hopefully) mesh culling for portaling to come, it'll get a boost as well as keeping all of the extra polys of the props and details at bay.

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Breath in ... it's a bit cramped and feels suprisingly claustrophobic when playing

And after populating the whole place with stuff, I'll redo my player/AI models a bit, as I especially need to fix the arms and sort out some varied setArm animation threads as I've discovered that previously I'd been barking (mad up the wrong tree on the whole, arms-to-look animations. Also I reckon I can make my models appear more detailed but perform better, which does sound like a contradiction in terms but hey ...

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I've run out of witty things to say ... again

And then it'll be back to doing outdoor environments and ... stuff.

Also HD video of geometry. There's a big, sweeping outer, vista, whole, er ... shot of it all from afar near the end. Goes on for 7 minutes so feel free to take a nap in the middle.


In other news, July nearly over? How the hell did this happen? Why wasn't I informed? And just who is reducing the hours in a day? It can be the only explanation.

At least I've got an enormous Jag.

... I mean lovely level geometry.
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#21
07/28/2009 (12:34 pm)
Quote:Lights can't be scripted on/off, so mylight.setenabled(0); or mylight.isenabled=0; doesn't work at the moment.
Try light.setIsEnabled()... that should work properly. setEnabled() is actually a method for something different... yea... its weird.

On zones.... if you zone up that level some... maybe 5-6 large zones over big areas... you will see performance improvements in T3D once light zoning is working. 300 or more lights with shadows in a large map would be reasonable with zoning in place to help limit the total lights in use at any one time.
#22
07/28/2009 (12:45 pm)
nice job dude...
#23
07/28/2009 (1:30 pm)
@Tom
I'm not getting anything via the console on .setIsEnabled(), it's also not listed as a function in dump().

SetEnabled(); is listed in dump(), though nothing happens via the console. IsEnabled(); is also listed and does change in the editor but has no effect in-game.

Back in the days of TGE/A, the function was setEnable(bool) - cos I just booted up TGEA though that isn't listed as a function in T3D anymore.

edit
A bit ago, someone mentioned the lights issue, but I don't think they listed it as a bug. linky
#24
07/28/2009 (4:06 pm)
Making a level is like making love to a beautiful woman...


Cool looking level.. I did see the yellow one and thought "Marble Blast" :p


keep up the good work! :)
#25
07/28/2009 (5:06 pm)
img195.imageshack.us/img195/391/swisstoni1.jpg
Making a level is a lot like making love to a beautiful woman ...
First you have to size up the geometry you're dealing with ...
Decide how best to slap your textures on ...
hit the export button ...
... and pray your mesh doesn't truncate!


For a spur of the moment parody, I thought that was pretty good!

en.wikipedia.org/wiki/Swiss_Toni

edit: Not pretty good - Briiiiilliant!
#26
07/28/2009 (5:22 pm)
LOL! That's awesome :D
#27
07/28/2009 (9:50 pm)
@Steve - I posted the fix to toggling lights from script in this thread.
#28
07/29/2009 (6:48 am)
Works fine, good fix. :)
#29
07/30/2009 (10:50 am)
@Steve:

Not very good at spelling at 10:00pm :D
As for the punctuation thats a different story...
#30
07/30/2009 (3:34 pm)
@Steve - In the next T3D release take a look at Undercity which now has zones and portals in it.
#31
07/30/2009 (8:35 pm)
Will do.
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