suspension bridge?

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StoneViper

you can call me Mike
Nov 3, 2001
1,907
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N43° 03' 16" :::: W77° 36' 03"
Originally posted by lucifix
me too, especially with my suckass pc. i didnt realise cubes would lower the poly count, if it gets too high ill make them cubes ;)

you probably quadrupled the node count using cylinders for posts, definitally use cubes. take at look at in the zone/portal 3dview and look at how many cuts there are, then change them to cubes and see how many cuts it didn't have to make anymore.
 

quitgrin1

Demon Like
Jul 31, 2000
669
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Nowhere
www.geocities.com
Hey lucifx, you better correct the texture alignement on those supended bridges. doens't look very good, or at least trick it with some cool lighting... by the way, where did you get all those 'evil' textures? they look damn good :)

later,
GriNGoLoCo
 

LXIXGTO

"Cruising At The Speed of Iron!"
Originally posted by RigorMortis
invisible collision hull doesnt work...

"Sheets will never block anything no matter how hard you try" -shane caudle
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True, a sheet brush will not block actors. It has no
substance/depth. :p
What do you mean invisible collision hulls (i.c.h.) don't
work? They work just fine for me. :)
Just don't make the i.c.h. brush a sheet.
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From the cool pix you provided, I'd say that a thin i.c.h. brush (say, 4 grids) would work just fine to keep players
from falling off the side of your bridges.
You can even make it a semi to keep polys down.

I have used that technique frequently.



Now, ... can someone please answer my mover question? :D
http://forums.beyondunreal.com/showthread.php?s=&threadid=99929



:redeemer:








:cool:
 

Bot_40

Go in drains
Nov 3, 2001
2,914
0
36
York, UK
Originally posted by LXIXGTO

From the cool pix you provided, I'd say that a thin i.c.h. brush (say, 4 grids) would work just fine to keep players
from falling off the side of your bridges.
You can even make it a semi to keep polys down.

Invisible collision hulls are semi-solid by default and ALWAYS should be left as semisolid. Especially if it is as amall as 4 units. Infact, any brush less than 8 units is good to have as semi-solid.
 

LXIXGTO

"Cruising At The Speed of Iron!"
Originally posted by Bot_40


Invisible collision hulls are semi-solid by default ...
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Oh, how true Bot 40!! ... I was thinking that after
I submitted the post ... :lol:
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Infact, any brush less than 8 units is good to have as semi-solid.
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A brush less than 8 units is best when semi?
Really? :hmm: I don't doubt it but, could you
please be more specific why?

I think semis are used far too seldomly in many maps.
I have been able to shave much of the file size of my maps by
making every brush possible a semi-solid. ;)

Question: ... is it true that non-solid brushes add almost nothing to the poly count?
(read that somewhere, ... :hmm: )

:redeemer:







:cool:
 

Bot_40

Go in drains
Nov 3, 2001
2,914
0
36
York, UK
Solidity makes no difference to the poly count at all. It does, however, change the node count (or BSP cuts).

Solids make BSP cuts and are the most common type (ALL subtractive brushs are always solid).

Semisolids don't make BSP cuts to the surrounding area leading to a lower node count. There are a few side effects however, such as collision errors, sometimes bot problems, and if you have a semisolid brush, I personally find you are more likly to get BSP errors on that particular brush than if you make it solid.
They also do not mix sell with zone portals, non-solids, or bots :)

Non-solids are as semi-solids except the player can walk though them. Sheets are ALWAYS non-solid, even if you set them as solid or semi, they will always be treated as non-solid as the player can always pass though them.
Coronas, and I think sprites also, can be seen through non-solids (so they make good hanging lanterns). Bots can see through them.
They so not mix well with semi-solids and I find can frequently cause nasty errors even though they don't mak bsp cuts to the rest of the map.


The reason I said semis are best for any brush with a dinension of <8 is because semis don't make bsp cuts to the surrounding area and brushes that are <8 units can start to cause bsp problems.


I don't know if making brushes semi-solid reduces the map size, It might slightly if there are less bsp cuts, but I really doubt it's worth the risk of errors.

If you really want to keep the size of the file down, do your final rebuild, then delete all the brushes. (always keep a backup with the brushes not deleted for obvious reasons :))
You will still be able to play the map etc, but you won't be able to edit it at all in the editor as if you rebuild the geometry, the whole level will dissapear.



Enough talk for now. I can't even remember what this post was origionally about lol :lol:
 

LXIXGTO

"Cruising At The Speed of Iron!"
Originally posted by Bot_40
I don't know if making brushes semi-solid reduces the map size, It might slightly if there are less bsp cuts, but I really doubt it's worth the risk of errors.
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Well, ... I have saved my map and then gone back
and made every brush possible a semi instead of a solid.
(including floors and ramps)
Just this one operation made the file size significantly
smaller. (3.5mb to 2.8mb etc ...)
And, yes, I did experience the usual BSP errors.
Had to be very careful which brush was last/first etc ... ;)
However; I'm not sure if going back and forth to check for holes
after rechanging the problem brushes back to solids is worth
the smaller file size though. :hmm:
I guess that would depend on the complexity of the map.
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Originally posted by Bot_40
If you really want to keep the size of the file down, do your final rebuild, then delete all the brushes.
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Yes, I have heard that before. But I haven't gotten as far
as releasing my maps online yet.
(though I have been making them for over a year :))
Well, I have shared them with a few friends with positive results. :D
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Originally posted by Bot_40
Semisolids don't make BSP cuts to the surrounding area leading to a lower node count. There are a few side effects however, such as collision errors, sometimes bot problems, and if you have a semisolid brush, I personally find you are more likly to get BSP errors on that particular brush than if you make it solid.
They also do not mix sell with zone portals, non-solids, or bots

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Oh, how true! I have learned those lessons the hard way. :lol:
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Thanks for the info Bot_40!
You are a veritable cornucopia of useful info. :D

:biorifle:



:cool: