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AMT-Freestyle Screenshots

Maps and the process of creating them

Re: AMT-Freestyle 5 Screenshots

Postby amt-morbus » Jun 10th, '13, 12:09 am

Update:
Almost there. Several sections are finished and ready to be played. Actually, the whole map is finished - BUT: The bigger the map, the more unexpected problems/limitations arise. The concept of the map was that the player spawns in a start room - kind of control center of the map. Starting from there, most of the parts of the map are acessible:
-Freestyle room I
-Plasma runs
-Freestyle room II
-Strafe pads; CJ RJ trainings, plasma trainigs etc...
-Competition room

Difficulties:
1st: The huge BSP size causes long loading times (minor)
2nd: Visibility: Several entities are visible through the skybox - causing minor framedrops in several spots. Furthermore, the player could see the entities of other rooms through the skybox. This bugged me the most and I have no idea how to fix it.

Solution:
Splitting the map. I hate to do this since the rooms are in a way connected - the "competition room" has finish lines in almost every room in the map. I didn't yet decide how to split but I guess it will be 3-4 seperate maps in the end.

Freestyle Room I:
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CJ RJ trainings, plasma trainigs...:
Image

Freestyle Room II, strafe pads:
Image

CPM Freestyle room:
Image

Image

Image

Image

ImageSelfy

Image

There are still other rooms but there are no major changes to show...

<3 Morbus
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Re: AMT-Freestyle 5 Screenshots

Postby dqopb » Jun 10th, '13, 8:50 am

nice!
So stylish.
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Re: AMT-Freestyle 5 Screenshots

Postby AMT|spray » Jun 10th, '13, 8:51 am

Awesome
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Re: AMT-Freestyle 5 Screenshots

Postby Le another black niger » Jun 10th, '13, 9:26 am

amt-morbus wrote:Difficulties:
1st: The huge BSP size causes long loading times (minor)
2nd: Visibility: Several entities are visible through the skybox - causing minor framedrops in several spots. Furthermore, the player could see the entities of other rooms through the skybox. This bugged me the most and I have no idea how to fix it.


doesnt vis block entity visibility?
may be have to tune it better?
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Re: AMT-Freestyle 5 Screenshots

Postby <hk> » Jun 10th, '13, 11:27 am

How about moving other rooms so far away on the map that the entities are culled by the Z-buffer clipping plane?
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Re: AMT-Freestyle 5 Screenshots

Postby amt-morbus » Jun 10th, '13, 12:33 pm

The bug looks like this ingame:
https://dl.dropboxusercontent.com/u/18689396/skybox_visibility.jpg

If there is any way how to fix this, I'll do my best to make it happen. Up to now, all my attempts to fix it failed...
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Re: AMT-Freestyle 5 Screenshots

Postby Le another black niger » Jun 10th, '13, 12:58 pm

afaic, brush models are drawn anytime while you present in the same physical area for q3
but splits like area portal door or like on two kop4ik's dfwc maps split the area ;)
can also use portal sky geometry to make cuts look fine
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Re: AMT-Freestyle 5 Screenshots

Postby Le another black niger » Jun 10th, '13, 3:43 pm

just noticed brush models blocking by vis in single room on crosspath map
may be better vis blocking is needed
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Re: AMT-Freestyle 5 Screenshots

Postby <)Ghost(> » Jun 10th, '13, 8:34 pm

easiest fix (but will take some time) will be to move entire room to where its not visible by a skybox
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Re: AMT-Freestyle 5 Screenshots

Postby Le another black niger » Jul 8th, '13, 9:21 am

amt-morbus wrote:The bug looks like this ingame:
https://dl.dropboxusercontent.com/u/18689396/skybox_visibility.jpg

If there is any way how to fix this, I'll do my best to make it happen. Up to now, all my attempts to fix it failed...


just made a quick test, areaportal and antiportal splits worked, only need to add missing geometry to _skybox with polygonoffset or q3map_offset

the funny thing is, that putting single hint brush solved the issue too
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