Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
Inferno
Real Light maps.
You could place them in max, nothing is stopping you.
Quote:
Originally Posted by
Inferno
Faster Rendering.
You don't know that for sure, don't make stuff up.
Quote:
Originally Posted by
Inferno
Better collision.
Collision is collision...how can it be "better"?
Quote:
Originally Posted by
Inferno
Easier to manage
So having to recompile a map every time you want to move a teleporter around is easier than moving the scenery object in Sapien? I beg to differ.
Quote:
Originally Posted by
Inferno
Better portaling.
How so? You would be adding more faces to the bsp.
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
ShadowSpartan
You could place them in max, nothing is stopping you.
Yeah. Scenery doesn't get light maps they get some kind of vertex lighting or something.
Quote:
Originally Posted by
ShadowSpartan
You don't know that for sure, don't make stuff up.
10k scenery polys runs slow as fuck. 10k BSP is fine.
Quote:
Originally Posted by
ShadowSpartan
Collision is collision...how can it be "better"?
You don't get decals. And vehicles clip through scenery a lot more often than they clip through bsp IMO.
Quote:
Originally Posted by
ShadowSpartan
So having to recompile a map every time you want to move a teleporter around is easier than moving the scenery object in Sapien? I beg to differ.
Working everything into the BSP is easier IMO.
Quote:
Originally Posted by
ShadowSpartan
How so? You would be adding more faces to the bsp.
The way scenery works in portals is that it either renders the whole thing or none of it. There is no mid point.
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
Inferno
Yeah. Scenery doesn't get light maps they get some kind of vertex lighting or something.
If you want "real" lightmaps, you can place the scenery items in max, that way they will show.
Quote:
Originally Posted by
Inferno
10k scenery polys runs slow as fuck. 10k BSP is fine.
Why in the hell would you have a 10k poly scenery object? We are talking about a little teleporter, pretty sure it's not 10k now is it?
Quote:
Originally Posted by
Inferno
You don't get decals. And vehicles clip through scenery a lot more often than they clip through bsp IMO.
It's a teleporter...why would u want decals on it. And who cares if vehicles clip a little?
Quote:
Originally Posted by
Inferno
Working everything into the BSP is easier IMO.
My point still stands. If you want to make a small change to something that is part of the bsp, then you have to run lightmaps all over again, rather than just changing it's position in Sapien.
Quote:
Originally Posted by
Inferno
The way scenery works in portals is that it either renders the whole thing or none of it. There is no mid point.
I'm pretty sure I know how it works, thanks. At such a size as the teleporter, the performance hit is negligible.
Re: Yoyorast Island V2 last problems
MMMM SOMEONES GETTIN' PEED ON
Inferno Pro: get ready for a new build
Re: Yoyorast Island V2 last problems
Quote:
Originally Posted by
ShadowSpartan
If you want "real" lightmaps, you can place the scenery items in max, that way they will show.
Why in the hell would you have a 10k poly scenery object? We are talking about a little teleporter, pretty sure it's not 10k now is it?
It's a teleporter...why would u want decals on it. And who cares if vehicles clip a little?
My point still stands. If you want to make a small change to something that is part of the bsp, then you have to run lightmaps all over again, rather than just changing it's position in Sapien.
I'm pretty sure I know how it works, thanks. At such a size as the teleporter, the performance hit is negligible.
I'm speaking generally. As in when you take it up to scale. BSP is a better in just about every way.
But with a teleporter it's such a small thing that it's fine to use it as scenery.
Re: Yoyorast Island V2 last problems
Too bad inferno went skating.. I see no more problems, except maybe bout the ATV fliping on the sides more easily since Pyong "fixed" it... I'm gonna test a bit more but, I guess we're like ready to release.. Damit !
Re: Yoyorast Island V2 last problems
Re: Yoyorast Island V2 last problems
Re: Yoyorast Island V2 last problems
mongoose seemed to turn just fine, it just likes to tip to the front
gametypes need fixing too, correct me if i'm wrong but shouldnt "team king" and "classic team king" be 1 hill rather than a moving one?
also team race no hogs spawn!
Re: Yoyorast Island V2 last problems
The gametype controls the hills, not the map. The map can't magically make a 1 hill game have more then 1.
Also, I think we managed to get the gate out of sync a tad. Also, the door takes 5 seconds or more after you toggle it for it to even go. Seems like it's harder to toggle now.