Page 21 of 50 FirstFirst ... 11 19 20 21 22 23 31 ... LastLast
Results 201 to 210 of 497

Thread: Yoyorast Island V2 last problems

  1. #201
    Sarcastic Bitch
    Join Date
    Sep 2006
    Posts
    811

    Re: Yoyorast Island V2 last problems

    Quote Originally Posted by Inferno View Post
    Real Light maps.
    You could place them in max, nothing is stopping you.

    Quote Originally Posted by Inferno View Post
    Faster Rendering.
    You don't know that for sure, don't make stuff up.

    Quote Originally Posted by Inferno View Post
    Better collision.
    Collision is collision...how can it be "better"?

    Quote Originally Posted by Inferno View Post
    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 View Post
    Better portaling.
    How so? You would be adding more faces to the bsp.

  2. #202
    Untruely Bannable~ Inferno's Avatar
    Join Date
    Aug 2007
    Location
    In a Place
    Posts
    5,166

    Re: Yoyorast Island V2 last problems

    Quote Originally Posted by ShadowSpartan View Post
    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 View Post
    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 View Post
    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 View Post
    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 View Post
    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.

  3. #203
    Sarcastic Bitch
    Join Date
    Sep 2006
    Posts
    811

    Re: Yoyorast Island V2 last problems

    Quote Originally Posted by Inferno View Post
    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 View Post
    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 View Post
    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 View Post
    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 View Post
    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.

  4. #204
    show up throw up Ganon's Avatar
    Join Date
    Apr 2008
    Posts
    2,144

    Re: Yoyorast Island V2 last problems

    MMMM SOMEONES GETTIN' PEED ON

    Inferno Pro: get ready for a new build

  5. #205
    Untruely Bannable~ Inferno's Avatar
    Join Date
    Aug 2007
    Location
    In a Place
    Posts
    5,166

    Re: Yoyorast Island V2 last problems

    Quote Originally Posted by ShadowSpartan View Post
    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.

  6. #206

    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 !

  7. #207
    For Gnomejas sevlag's Avatar
    Join Date
    Oct 2008
    Posts
    1,875

    Re: Yoyorast Island V2 last problems

    waitin...

  8. #208
    Neanderthal Dwood's Avatar
    Join Date
    Sep 2008
    Location
    Wouldn't u like to know?
    Posts
    4,186

    Re: Yoyorast Island V2 last problems

    Fix the flipping plz.

  9. #209
    show up throw up Ganon's Avatar
    Join Date
    Apr 2008
    Posts
    2,144

    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!

  10. #210
    Chris chrisk123999's Avatar
    Join Date
    May 2009
    Location
    Florida, USA
    Posts
    646

    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.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •