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Posted: Tue Jun 27, 2006 9:29 am
by Protector_Pulch
Uh-oh.
I have a bad feeling about this.

Imagine a world without BaE, without interiors, without a massive Endor-space battle.
Terrifying, isn't it ?

If nobody can get the portals to work, we're doomed.In this case, I'd be the best to delete all interiors and make BaE an ordinary space map, "only" with added cockpits and maybe with the new fighters.

Posted: Tue Jun 27, 2006 9:40 am
by Teancum
Yeah. It would suck to lose this map. I will definitely say that I'll do my best though. I only have so much time, and BaE is like number 15 on my to-do list, so it might sit on his hard drive waiting on me for a few months or more unless someone else (or XW) gets lucky and figures it out.

Posted: Tue Jun 27, 2006 10:13 am
by xwingguy
Yeah I followed all of the directions in the documentation on portals and sectors but nevertheless, all objects in the interiors are still being rendered at once.

I have a feeling that the problem may be in the build process but I can barely make out the language that ms-dos batch files use.

Posted: Tue Jun 27, 2006 1:43 pm
by Rockwind
I suck at coding and making maps so i won't be able to help u there. I really wish i could though

Posted: Tue Jun 27, 2006 2:38 pm
by xwingguy
I believe I've figured it out. The problem is the that the portals and sectors aren't included in the REQ. If this works I will post a topic in the SWBFII Modding on how to fix portals and sectors. It should be another good addition to the FAQ sticky.

Posted: Tue Jun 27, 2006 3:18 pm
by xwingguy
It's fixed and it works.

Code: Select all

ucft
{
	REQN
	{
		"config"
	}

	REQN
	{
		"texture"
		"TST_map"
	}
	REQN
	{
		"path"
		"TST"
	}
	REQN
	{
		"congraph"
		"TST"
	}
	REQN
	{
		"envfx"
		"TST"
	}
	REQN
	{
		"world"
		"TST"
		"TST_GCW-Stuff"
	}
	REQN
	{
		"prop"
		"TST"
	}
	REQN
	{
		"class"
		"bluelight"
		"redlight"
		"greenlight"
		"whitelight"
	}
	REQN
	{
		"config"
		"flyerspray"
		"walkerstomp"
		"hailfire_wake"
	}
	REQN
	{
		"lvl"
		"TST_GCW-Assault"
		"TST_GCW-CTF"
	}
	REQN
	{
		"povs"
		"TST"	
	}
}
All I added was this:

REQN
{
"povs"
"TST"
}


On a side note, I figured out that only props disappear when sectored off.

Posted: Tue Jun 27, 2006 3:21 pm
by EJMM
Hope it works, don't whant to loose this map, not now, when we know all the features it has... :)

Posted: Tue Jun 27, 2006 4:39 pm
by Teancum
Now when you're saying "props" -- do you mean any placed objects? I would assume it's just non-terrain.

Posted: Tue Jun 27, 2006 5:33 pm
by xwingguy
When I say "props" I mean objects with a class label of "prop". Other objects like destructablebuilding, armedbuilding, etc. don't disappear after being sectored off.

Although I believe there still is an advantage to sectoring objects other than props off. You know how when you walk into a room, the health & ammo droids may suddenly explode. They were destroyed long before you entered the room but the sectors kept you from seeing it in anything but in an idle position. I hope that makes any sense.

Posted: Wed Jun 28, 2006 1:31 am
by OOM-911
well im not a modder yet becase i cant read the readme with any of the progams i have

but i supose this is a new way the incres the fps rate that i never herd of


good job getting the map working again by the way

Posted: Wed Jun 28, 2006 3:31 am
by Protector_Pulch
xwingguy wrote:When I say "props" I mean objects with a class label of "prop". Other objects like destructablebuilding, armedbuilding, etc. don't disappear after being sectored off.

Although I believe there still is an advantage to sectoring objects other than props off. You know how when you walk into a room, the health & ammo droids may suddenly explode. They were destroyed long before you entered the room but the sectors kept you from seeing it in anything but in an idle position. I hope that makes any sense.
I think suddenly exploding droids are a price anybody would pay in order to play a great map without lag.

So you got it to work ? Can you give a FPS value ?

Posted: Wed Jun 28, 2006 10:25 am
by xwingguy
Suddenly exploding droids isn't anything you're probably not used to. It happens in pretty much all the shipped shipped maps when played online.

Yes, this does work. I've got an increase of fps from 4 to now 15 not bad considering that the the best I've gotten on maps like Hoth and Kamino is 22. Also not quite everything is portaled and sectored yet so there can still be another increase to come.

Posted: Wed Jun 28, 2006 10:32 am
by Protector_Pulch
xwingguy wrote:Suddenly exploding droids isn't anything you're probably not used to. It happens in pretty much all the shipped shipped maps when played online.
So why don't you sector off objects as well ? 15 FPS are good, but not perfect.

Posted: Wed Jun 28, 2006 10:50 am
by xwingguy
I am. Part of the thing is that the world sector is always going to be visible b/c capitol ships, frigates, turrets, etc. are all armedbuildings. I'm trying just about everything. (15 fps isn't with me trying everything.)

Take a look at what it takes to do this:

Image

Now here's with portals and sectors. (Thereare no copy and paste functions here.)

Image

I think there are about 70 sectors and about 80 portals.

Posted: Wed Jun 28, 2006 11:36 am
by pinioncorp
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Nice job on the sectors there Xwingguy. I can tell from the screens how long you spent on setting them up, its very good.

And to those who haven't noticed, the droids do explode when you get near if they had been destroyed when you were in another sector. Its very common and especially prevailent on internet matches. However most of the time you don't even notice and you certainly shouldn't care.

Nice work Xwing, looking forward to it. By the way, did you get a Star Destroyer with the two hangers yet?

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Posted: Wed Jun 28, 2006 3:54 pm
by Lateralusj00
Xwingguy....have you ever thought that you might just be overdoing the interiors?

Posted: Wed Jun 28, 2006 4:40 pm
by Rockwind
WOW those interoirs look Awsome

Posted: Wed Jun 28, 2006 7:02 pm
by Xavious
this looks so tight cant wait till it comes out. nice job keep up the good work!

Posted: Wed Jun 28, 2006 11:51 pm
by xwingguy
Ok, I don't know why but I feel like I can go ahead and tell you about my secret ctf mode. And yes, I do realize that this is totally incorrect in star wars history but it's gonna be sooo fun.

1) Goal of the ctf mode: Vaporize the enemy fleet using the death star (yes, star destroyers can be vaporized too)

2) What does the flag have to do with it?
The flag is a targeting beacon for the Death Star

3) Where do I take the flag to score?
The reactor core

4) Anything else?
Yes, here's a list
-transports enabled in ctf
-all criticals are still destructable
-boarding party cps are still capturable
-you can't capture a capitol in this mode
-the capitols are indestructable except via death star
-You've got 1 minute to escape the ship
-No pics yet because I haven't finished scripting it. It is for a fact possible to do though.
-You copy my idea, I hunt you down

Posted: Thu Jun 29, 2006 12:08 am
by Lateralusj00
xwingguy wrote:Ok, I don't know why but I feel like I can go ahead and tell you about my secret ctf mode. And yes, I do realize that this is totally incorrect in star wars history but it's gonna be sooo fun.

1) Goal of the ctf mode: Vaporize the enemy fleet using the death star (yes, star destroyers can be vaporized too)

2) What does the flag have to do with it?
The flag is a targeting beacon for the Death Star

3) Where do I take the flag to score?
The reactor core

4) Anything else?
Yes, here's a list
-transports enabled in ctf
-all criticals are still destructable
-boarding party cps are still capturable
-you can't capture a capitol in this mode
-the capitols are indestructable except via death star
-You've got 1 minute to escape the ship
-No pics yet because I haven't finished scripting it. It is for a fact possible to do though.
-You copy my idea, I hunt you down
:shock: That's....how....the....heck.....omg........what?

If you can actually pull that off I will forever truly love you.