DM-Sub-Merged (Map)

Check out Death Warrant's Invasion Server
Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
Contact:

Yes, I actually converted the windows into static meshes before I made it into movers... they are double pane windows, and I tested but could not see any problem with the link. So it should be alright.

As for the terrain, I already did that too, I reduced terrain from the corners of the map.
I could try to reduce some more, but know that if I take more of it now there will be hardly any space left to play outside.

Check the latest update when you have time, and let me know.
[glow=red]Website[/glow] - [glow=red]ModDB[/glow]
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Doesn't matter if they are static meshes are not. With each additional linker, the projectile spawns x many uu away from your gun. In this case, we managed to shoot through the glass by two linkers. Just making the windows thicker should do the job.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

Ant is correct you can link through the glass.

You should be able to fix the problem by putting a class blocker around the window (I would make it extend approximately 16 uu on all sides). Block the class LinkProjectile and you'll be good. This will need to be done for all windows.

Personally I don't think the map size is really problematic. It's large compared to BikiniBottom, but BikiniBottom is small. This map more along the lines of SpacePyramids in size - Large, you'll probably want a sniper rifle, but not out of the scope of reason.
Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
Contact:

Ok, the only thing is though, when you open the windows, you'll want to shoot at monters from there, and the link wont go passed the opened window... well, just doesn't sound like a good idea.
I can do that in the top windows, but want to keep the bottom ones as movers so you can open them.

I have tried to make the windows thicker, but the specific mesh I'm using wont make the glass any thicker, only the frame.

We have to come up with a solution that will meet in the middle.

Do you know of better window meshes I can use then?
[glow=red]Website[/glow] - [glow=red]ModDB[/glow]
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Nelsoncarmo26 wrote:I have tried to make the windows thicker, but the specific mesh I'm using wont make the glass any thicker, only the frame.
What? I never heard of that.
You know in DrawScale3D properties, you can scale up/down the static mesh by the dimension. If you're windows are simply transparent rectangles, then all you need to do is modify one of the 3 dimensions. Increasing the Z direction will modify the window's height so you don't need to modify that. It's either going to be the X or Y dimensions.
If you're using a sheet (paper thin glass), then you'll need to change your static mesh into something that has all three dimensions.

Just a irrelevant tip: Making some of the dimensions negative will flip the static mesh. Say if you have two hands of static meshes. Instead of having two left handed static meshes or two different static meshes saved into mylevel, you only need one static mesh and the other one with a negative DrawScale3D to obtain both left handed and right handed static meshes.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

This map is coming along very nicely.
Setting the chains shows significant differences. Before, my computer was rendering 42.5 k triangles from static meshes. Now with these new chains, my computer from the same angle renders only 10k triangles!!
Visually speaking, you can't really tell if they are 2D, too. Only if you go real close to them and stare at it is when you could tell. I doubt many people like to stare at chains anyways so you're all good ;)

Back to business:
  • Now that you set the windows to sheets, all it took was one linker for us to shoot through glass. You'll need to replace the sheet windows to rectangular windows. Then thicken up the windows so people wont be able to do this.
  • The button between the windows on the lower floor is not attached to the wall. Easy fix.
By the way, nice job with the new fish. The diverse size and the new textures adds some interesting FX to the map :thumbright: [/color]
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
DW_KarmaKat
Site Admin
Posts: 2005
Joined: Thu Mar 23, 2006 12:00 am
Xfire: KarmaKat

Indeed...getting close with this one! The work you did on the chains will certainly benefit the map's optimization. We're all of the same mind in that we like this concept...executed well. Very nice work on the fish, they look ever so much better than the little paper cutouts that were in there before! While I still think the map could use some more decoration, both inside the base and outside, it's looking pretty good. Fixing the windows is the only big issue left.

KKat

:flower:
Karma...a term that comprises the entire cycle of cause & effect...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
Contact:

Ok, will do.

Will place more decor.
But I still have no idea what to do with the glass... Ant you said something about replacing the windows with triangular... how exactelly I do that?

There still certain aspects of the editor that I din't get into in detail.
Making windows and glass is still a big challenge for me.
If I try to make glass using a brush to subtract space and then use a glass texture, I wont be able to make the windows open.
So I will have to use a mesh, in which it's hard to find one that will not have the problem with the link.

Where in the properties would I find the settings to make the glass thicker?
[glow=red]Website[/glow] - [glow=red]ModDB[/glow]
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Nelsoncarmo26 wrote:Ant you said something about replacing the windows with triangular... how exactelly I do that?
Rectangular prism meshes (not sheets).

This is an easy fix. Simply build a box with your window's dimensions (all values >= 16). Texture that box with your glass texture. Convert it to a static mesh ---> mylevel.

Find that window in your browser, select it.

In your map, select all windows. Open their properties. Go to display ---> static mesh, hit use. Now you should see windows with some thickness. You may have to adjust some rotation if you didn't convert the window with the proper rotation. If your pivot point is not the same positioning with respect to your old windows, then you may also have to reposition them and rekeyframe them, too. Also, if you see flickering where the window meets the BSP surface, then all you need to do is reduce the winodow's size by 1 uu.

Make sure your windows are at least 16 uu thick.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
Contact:

Thanks, Ant.
I just thought of that while testing the map, and came up with the solution to use a boxed mesh, or something that can easily be turned rectangular... etc, etc... a good candidate is provaley some sort of brick or tiles, or anything of the kind.

Only thing is the texture, I have to look through the texture packs to find a glass texture.

Did you say I can use the same texture as the glass I'm using now?
I never done that before and don't know where in the propertioes it's located.

The windows I'm using is a default mesh that I found in one of the packages.
[glow=red]Website[/glow] - [glow=red]ModDB[/glow]
Post Reply