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View Full Version : Question to experienced editors/modders...


netninja
23rd Oct 2000, 10:17 AM
Here's my questions, numbered for ease, I'm evaluating what game to start work on...so here it goes...

1)What is max map size and limitation? sunspire was pretty freakin big, and I wish to do 2 islands in a large ocean.
And no , I don't care how big in meg the map is...sorry.

2)What was the rumor that there's leaks or problems in
unreal's maps to cause random lag? or in it's code?

3)What is the max entities allowed?

4)Is there good code somewhere to save character data for deathmatch, ie. rpg unreal.

5)Can you use models and maps from unreal with ur tourn.

6)Can you use deusex's models/maps with ur tourn. ?

7)Any other advice for me? hehehe...I'm trying to build a persistant world , grand in scale, just one huge map always on...oh and can you have hundreds of trees that are in the map destroyable? but then you can heal them?...etc

netninja
24th Oct 2000, 10:59 AM
What, no one knows?

The_Dudester
24th Oct 2000, 12:09 PM
5) Yes, Unreal maps are fully compatible with UT
6) I doubt it - DeusEx is not quite the same as UT (I think it might be a superset of it...)


No idea about the rest (come on, someone must want to help....)

netninja
24th Oct 2000, 12:23 PM
Thanks ,...Maps are comp. okay, how about models, guess that includes them... I thought Deusex had unused unreal multiplayer code and everything in it....hmmm....
Well waiting to here on rest of questions then....

netninja
26th Oct 2000, 11:55 AM
Hmmm, is this question dead? , What , nobody knows anything...thought this game was tough to edit, guess I was right. Maybe I'll focus on quake...:)

netninja
6th Nov 2000, 02:02 PM
?

Fuzzpilz
6th Nov 2000, 02:23 PM
The maximum size of the world is 65536x65536x65536. The end of the grid is the end of the world. I had a cube that crossed the borders of the level once, and that caused a HOM and many, many more of those errors that are a learning mapper's best friend (or possibly not). The entity limit is probably 65534 or something like that, perhaps one can find out by looking at the public source of the Unreal engine. It's possible to do what you want to do, but I don't think current computers can handle it. Perhaps when the Athlon 1600 is out and someone combines one of them with 512 MB of RAM and a Geforce 2 Ultra or Radeon or, of course, Voodoo5 6000 card. Unreal Tournament is easier to edit than anything using a Quake engine I've seen yet. The Quake 3 engine will certainly not enable you to do it, as although it can handle a large number of polygons, it isn't really good over long distances, I've heard. Your trees would be quite easy to do, but drag down the performance more than any of the other elements you want.

TaoPaiPai
6th Nov 2000, 03:54 PM
just wait for the next version of the unreal engine!

smally
7th Nov 2000, 12:19 PM
Plain and simple you won't be able to do what you are talking about, on the scale you are talking about because of performance issues. Yes you could make the map, but if you have a hundred trees (even if only 15 of them are viewable at one time) then your frame rate would be aweful. In fact doing what you're talking about you probably wouldn't even get frames per second, you would end up with seconds per frame. Oh and as far as the Deus Ex question, I know i saw somewhere that there are J.C. Denton models for UT somewhere but you'll have to find them yourself.

netninja
9th Nov 2000, 01:14 PM
Thanks for the feedback, I kinda figured trees would be a problem. Otherwise though a map of the scale I'm talking about seems dooable. I've been playing deus ex lately, and the lag in single play is detectable sometimes with the size and complexity of those maps. However I was still impressed.
I was just wondering with a unreal tournament base and using
ojects from unreal and deusex I could code somthing interesting. Max entities sounds like an issue still , quake3 I believe has a limit of 1024. Does unreal really have that much more ? Well at any rate my interest in unreal is growing and this may very well be the game I want to mod for my c&c meets rpg meets deusex....

Fuzzpilz
9th Nov 2000, 02:59 PM
The Unreal engine must have a much larger entity limit. Count the brushes in the larger and more complex levels of any of the games made with it. Add to that a lot of decals, projectiles, PathNodes and all those other things that make up a level during gameplay. I suggest you try emailing someone who really knows about it.

netninja
10th Nov 2000, 10:10 AM
Any body know of an expert I can email about my initial questions? I'll try the main editing page sites of unreal stuff I guess...