Kreative Korner > Maps & Mapping
KF-AedisPigmentum
Vanico:
EDIT:
Alright, I've converted the 2 great sunstairs, the obelisk and the sun to static meshes. :)
Also wanted to convert the whole ice platform, but since substracted volumes can't be converted to statics, I left it bsp...
@N3Cr0 I was wrong, the door underneath the skull is indeed unweldable. But the door behind the green platform is key locked. ;)
EDIT: Also I heard, that creating antiportals helps to prevent the map rendering everything behind it...
Do I need this in my map?
Here it is:
http://www.mediafire.com/?ud97uo1mf0ub0vy
Veica:
--- Quote from: Vanico on June 29, 2011, 16:12 ---Also wanted to convert the whole ice platform, but since substracted volumes can't be converted to statics, I left it bsp...
--- End quote ---
I guess, what you could do is make a large red brush that covers the whole ice platform area, use the intersect/deintersect tools to copy the whole thing, then add the shape again and convert that to a static mesh. Idk if that'll work, though, but consider.
Snipe34:
--- Quote from: Vanico on June 29, 2011, 16:12 ---EDIT:
Alright, I've converted the 2 great sunstairs, the obelisk and the sun to static meshes. :)
Also wanted to convert the whole ice platform, but since substracted volumes can't be converted to statics, I left it bsp...
@N3Cr0 I was wrong, the door underneath the skull is indeed unweldable. But the door behind the green platform is key locked. ;)
EDIT: Also I heard, that creating antiportals helps to prevent the map rendering everything behind it...
Do I need this in my map?
Here it is:
http://www.mediafire.com/?ud97uo1mf0ub0vy
--- End quote ---
Sry about this xd The big blue box in corner would good as a static mesh.
And I don't understand why you have those subtracted boxes in a subtracted area (around the ice area)??
In your large open map, properly placed ZonePortals would hep.
http://udn.epicgames.com/Two/LevelOptimizationBSP.html#Zones_and_Portals
http://wiki.beyondunreal.com/Legacy:Zone_Portal
http://www.unrealed.info/forum/showthread.php?518-Zoneportal-und-Scheinwerferbau
The UDN pages don't seem to say avoid placing zps facing large open areas. The idea of a zp: the cpu ignores that area until the player gets near it. So place zp faces in small areas away from large areas.
Antiportals are mainly for inside terrain or large staticmeshes. Terrain does not block CPU view, and neither do staticmeshes. That means, what is behind a staticmesh or terrain can still be seen by the players' CPU. An antiportal will stop that CPU processing... because with antiportal there, it sees nothing behind the terrain/mesh.
Make sure players cannot touch the antiportal... EG: bad effect in HappyHour when player camera is with patty at the road spawn: the player inside the antiportal.
Note that many small antiportals can be counter productive - the cpu figuring out what is hidden and is not. ZPs can also be counterproductive if they are badly placed.
http://udn.epicgames.com/Two/LevelOptimizationAntiportals.html
http://wiki.beyondunreal.com/Legacy:Antiportal
other than technical stuff - the map looks fine!
Vanico:
A little update.
* Fixed Waypoints
* New platform
* Reduced cash
http://www.mediafire.com/?8ati3hr8ondd58m
Just replace the current one.
Snipe34:
--- Quote from: Vanico on July 02, 2011, 20:14 ---A little update.
* Fixed Waypoints
* New platform
* Reduced cash
http://www.mediafire.com/?8ati3hr8ondd58m
Just replace the current one.
--- End quote ---
I uploaded your revision!
And the special KF medal for being a mapper!
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