Jump to content

Szico VII

Members
  • Posts

    1,054
  • Joined

  • Last visited

Posts posted by Szico VII

  1. It'll be out in like...an hour lol. Having said that all the areaportalled doors are single swingers, and i just went back to doing it w/o parms. Mostly because I can then edit the scripts without having to recompile the map again :P yes, lazy. parms as you describe would work fine - but ive simply gone with the 2 trigger method, each calling a different script for door orientation.

    I just adapted the scripts to ensure theres no potential overlap by extending the timers and ensuring doors arent getting blocked. I tried for a good 10minutes to get a bug and didnt manage it so I'm happy with it atm. If it does need looking at again because someone finds a way of breaking it that I cant figure out then I'll look at it again.

     

    The big one really was to sort out the crash bug with unpatched SDK mods because that might be a problem for quite a few users.

  2. Doing a quick bugfix for Nightfall - expect to see 1.1 up shortly! If anyone has any bugs they need fixing, tell me now!

     

    Current changelog:
    - Fixed missing patch on underside of wall by the river grate.
    - Optimised and fixed a broken botroute path.
    - Replaced global door scripts, doors now open 2-way and should not show buggy areaportal behaviour.
    - Fixed issue where calling an unreferenced sound in icarus caused unpatched SDK mods to crash.
    - Minor VIS optimisations.
    - Removed misplaced brushes in some interior sections
    - Added clip to some interior walls to prevent getting stuck.
    - Increased quality of some models (e.g. table plates)

     

    MUG likes this
  3. Yer, that sounds like my world too. Except my laptop charger has died so perfect excuse for parents to get a new one. I'm sure some will cry foul of 'only 180gb' but I've previously been on 60gb for desktop and 40 for laptop and they definitely weren't SSD's either,,,I'm pretty excited.

     

    P.S This topic is literally the highlight of my life right now. Final exams start tomorrow. :/

  4. Just specced one up as an xmas present from pcspecialist.co.uk (Take note @@CrimsonStrife :D)

    Total Cost - £825 (including 3 year warranty.)

     

    Optimus Series

    • 15.6" Matte Full HD LED Widescreen (1920x1080)
    • Intel® Core™i7 Quad Core Mobile Processor i7-3630QM (2.40GHz)
    • 8GB SAMSUNG 1600MHz SODIMM DDR3 MEMORY (2 x 4GB)
    • NVIDIA® GeForce® GTX 660M - 2.0GB DDR5 Video RAM - DirectX® 11
    • 180GB INTEL® 330 SERIES SSD, SATA 6 Gb/s (upto 500MB/sR | 450MB/sW)
    • 4x BLURAY ROM, 8x DVD ±R/±RW & CYBERLINK SOFTWARE
    • GIGABIT LAN & WIRELESS INTEL® N135 802.11N (150Mbps) + BLUETOOTH
    • 3 x USB 3.0 PORTS + 1 x USB 2.0 PORT AS STANDARD

    No OS included.

    Good deal imho! :D (and good performance!)

     

    NB: You can up the screen to 17" for like, twenty quid more,

  5. The idea is to teach people the 'best' way of doing it. By all means build how you want, its personal choice, but I'll still continue to use the best method I know when explaining techniques to new people. Good habits and all.

     

    You keep mentioning the shape....why? The method you posted doesn't make the shape any different and that shape can be achieved easily with the design I advised on. So you should use the less-verts method too :P

  6. You've still missed the point!

     

    The same curve shape can be produced by simply upping the number of brushes. As I already said - ALL THE DESIGNS can produce exactly the same shape. Mine just used less because i was doing it quickly for technical demonstration. However the design you demonstrated produces more verts and t-junctions and more brushes. Your earlier example simply looks smoother because you used more subdivisions.... and as said before, if i were to up the subdivisions on the earlier example, the difference in vert count becomes even more important:

     

    Note - moving the vert joining to the corners would save even more verts on top of what is already there for the image on the left. (see 2nd image)

     

     

    1ylhm.jpg

     

     

    oc2fw.jpg

     

     

    and just for further proof - here's a differently styled shape (just like the patch mesh cylinder actually)

     

    eyb9v.jpg

     

     

    So we've reduced 76 verts to 28 and kept an identical looking shape.

    MUG likes this
  7. I think you're missing the point. The detail of the curve isn't relevant, you can increase the complexity with more 'sides' as much as you want on all 4 designs and they produce the same curve shape - but the best design is the one that produces the least verts and T-juncs at all scales (usually) You can upscale or downscale any of them. If you're gonna make a curve with brushes, do it efficiently using the top-right method (or right in your 2nd diagram)

     

     

    trs7s.jpg

     

     

    You can make brushes and curved patches line up, but not perfectly. When the patch LOD's, there will be a gap, dependent on user settings. and r_subdivisions.

    But yes, for some constructions brushes work better. But for the design it looks like he wants here, go with patches.

    MUG likes this
  8. Patches are often better because they LOD, have nicer enviro effects, light better and look smoother.

     

    That being said, brush curves have their uses - but be careful, designs like the one that MoonDog posted do add a lot more verts/edges to the compile, particularly if not caulked or vis detailed properly. Those 4 edge squares for example should be mitred.

     

    Better ways:

     

    Bottom left - moondogs way

    bottom right - moondogs way with mitered corners (better, but can be improved)

    top right - best way

    top left - also acceptable, depending on surrounding brushwork.

     

    And of course, the more 'detailed' the brush (i.e the smoother you want the curve to appear) the greater the relative difference in verts between designs.

     

    trs7s.jpg

    MUG likes this
  9. Hmm...so what can I do about this? I know updating drivers won't work (creates even more problems anyway) ...is there even anything I can do? This doesn't just affect JKA, it's affecting every game that uses OpenGL.

    Is there any kind of workaround?

     

    Perhaps try older drivers then - ones that came out nearer the ja period, so circa 2004-5?

×
×
  • Create New...