Ivisible Interiors
by Daniel Miller · in Artist Corner · 05/03/2003 (4:53 am) · 4 replies
this should be an easy one for someone as i'm a programmer and four hours into mapping.
my buildings work fine on the outside and if i have an entrance that's open to the outside i can see the interiors. if i make a map or level that's all interior(ie cut off from the outside world) the walls are invisible. i've managed to get two lines from a wall once. the colision meshes are there, because i can't run out of it, which is the desired effect. i'm using worldcraft(hammer) 3.4 and quark 6.3 for torque. i've made levels for both now and no luck with either. i've been taking a giant block and hollowing it out and texturing the inside, just to see if it works and it does, physically. i can still see the outside world though, even after relighting and reloading the level. jesus christ, what am i missing here?!
my buildings work fine on the outside and if i have an entrance that's open to the outside i can see the interiors. if i make a map or level that's all interior(ie cut off from the outside world) the walls are invisible. i've managed to get two lines from a wall once. the colision meshes are there, because i can't run out of it, which is the desired effect. i'm using worldcraft(hammer) 3.4 and quark 6.3 for torque. i've made levels for both now and no luck with either. i've been taking a giant block and hollowing it out and texturing the inside, just to see if it works and it does, physically. i can still see the outside world though, even after relighting and reloading the level. jesus christ, what am i missing here?!
#2
that's sort of what i feared. well, feasably, if i don't render anything outside (including terrain) and use small, claustraphobic rooms, i can up the number of polygons without a hit in frame rate? right?!
my hope was to make smaller rooms with more detailed characters and objects. sort of like the way silent hill 2 or code veronica is set up, high detail with more loading (usually from room to room).
anyone have any better ideas of how this can be achieved?
thanks Ben . . .
05/03/2003 (6:34 am)
argh!that's sort of what i feared. well, feasably, if i don't render anything outside (including terrain) and use small, claustraphobic rooms, i can up the number of polygons without a hit in frame rate? right?!
my hope was to make smaller rooms with more detailed characters and objects. sort of like the way silent hill 2 or code veronica is set up, high detail with more loading (usually from room to room).
anyone have any better ideas of how this can be achieved?
thanks Ben . . .
#3
It's just that map2dif is designed to optimize things, and one of the optimizations for tribes (but not your game) is that interiors are for people to run in/out of, so they have it take that out.
The hole shouldn't affect rendering speeds much, if any... and if you're clever, you can probably modify map2dif so that it won't cull anything.
05/03/2003 (7:21 am)
You can remove the terrain object :).It's just that map2dif is designed to optimize things, and one of the optimizations for tribes (but not your game) is that interiors are for people to run in/out of, so they have it take that out.
The hole shouldn't affect rendering speeds much, if any... and if you're clever, you can probably modify map2dif so that it won't cull anything.
#4
05/11/2003 (11:19 pm)
I was just gonna say what Ben said. Edit the map2dif converter to suit your needs.
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