HughJazz Maps

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-Feint-
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HughJazz Maps

Post by -Feint- »

Testaccount wrote:By HughJazz I mean Huge Ass Maps :lol:

Just an idea dunno if it makes a difference:

Say I made a massive map in the X,Y axis Could I theoretically divide the massive space with portall'd invisible sheets.

The sheets are used to divide sections and prevent light bleeding etc.
Would it also ease up the memory issues at all?

Also I get the feeling if this theory did work it would work best in Single player as only one section would be in use.
DanomanUK@i4games-Forum wrote:Nah, people bitch one way or another.
You cant win as a mapper ;)
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Re: HughJazz Maps

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Testaccount wrote:Scrap that - Just read Hooks Tute on Portal Zones. :loool:
DanomanUK@i4games-Forum wrote:Nah, people bitch one way or another.
You cant win as a mapper ;)
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Feralidragon
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Re: HughJazz Maps

Post by Feralidragon »

Huge portals sheets leads the map to bad performance, that's why cloud zones are never used in outdoor maps.
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Re: HughJazz Maps

Post by -Feint- »

Testaccount wrote:
Feralidragon wrote:Huge portals sheets leads the map to bad performance, that's why cloud zones are never used in outdoor maps.
Yeah I noticed.LOL,its a shame as I would really liketo see some HUUUUGE maps out there, like 128 people vs 128 like Frontlines. :mrgreen:
DanomanUK@i4games-Forum wrote:Nah, people bitch one way or another.
You cant win as a mapper ;)
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Feralidragon
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Re: HughJazz Maps

Post by Feralidragon »

-K¡ngS- wrote:
Feralidragon wrote:Huge portals sheets leads the map to bad performance, that's why cloud zones are never used in outdoor maps.
Yeah I noticed.LOL,its a shame as I would really liketo see some HUUUUGE maps out there, like 128 people vs 128 like Frontlines. :mrgreen:
Me too, for a gametype that I want to develop. I will see if I can do a big map without a big performance hit. But you can easily do one very big, just keep the outside polyless possible, and do only zones inside houses, temples, whatever.
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Re: HughJazz Maps

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Testaccount wrote:Hey slightly offtopic, however you'd porbably know.

How the hell can I easily light a Huge Area? IE A single source light which spreads an even light (non dynamic I guess).

I am sick and tired of creating one lightspot maxing the brightness and duping it millions of times.
DanomanUK@i4games-Forum wrote:Nah, people bitch one way or another.
You cant win as a mapper ;)
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Feralidragon
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Re: HughJazz Maps

Post by Feralidragon »

-K¡ngS- wrote:Hey slightly offtopic, however you'd porbably know.

How the hell can I easily light a Huge Area? IE A single source light which spreads an even light (non dynamic I guess).

I am sick and tired of creating one lightspot maxing the brightness and duping it millions of times.
You don't have to light it, just add a zoneinfo to the area and change the zone brightness for a higher value, then add some lights to give light detail or something.
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Re: HughJazz Maps

Post by -Feint- »

Testaccount wrote:
Feralidragon wrote:
-K¡ngS- wrote:Hey slightly offtopic, however you'd porbably know.

How the hell can I easily light a Huge Area? IE A single source light which spreads an even light (non dynamic I guess).

I am sick and tired of creating one lightspot maxing the brightness and duping it millions of times.
You don't have to light it, just add a zoneinfo to the area and change the zone brightness for something bigger, then add some lights to give light detail or something.
YAY! :rock: Thanks misteh!
DanomanUK@i4games-Forum wrote:Nah, people bitch one way or another.
You cant win as a mapper ;)
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