Ricebug on 30/9/2012 at 22:17
Quote Posted by Xorak
I'm already fighting the new max-cell limit, but I think I can manage to stay under it.
I think having an ultimate limit is good, I do wish it was a little higher though.
Can someone remind me what 'cells' are? I've seen them but never paid them much attention.
The old map size limit was 1500x1500x1500. What is it now? With the new fog stuff, there's this old fogey...er...
foggy forest FM I've been wanting to do.
LarryG on 30/9/2012 at 22:24
Cells are how the engine breaks up the spaces in your mission. Try show_cells and then walk around a mission. You'll see lines everywhere which represent cell boundaries. The way you build your brushes will influence where the engine makes cell boundaries. Sometimes it puts them in places where they cause problems. That's where blocking brushes come into play. With them you can encourage the engine to relocate a troublesome cell boundary.
Nameless Voice on 30/9/2012 at 22:24
Quote Posted by Ricebug
Can someone remind me what 'cells' are? I've seen them but never paid them much attention.
In Dark, everything is made up of sections of air.
Suppose you have a fill air brush (8x8x8) with a fill solid cube pillar (2x2x8) in the middle.
Dark will divide that space into 4 air spaces around the cube. These air spaces are called cells.
Check the LGS optimisation docs for more details on it.
Xorak on 30/9/2012 at 22:48
There's also a show_cell command (ALT-8) which gives a more graphical representation of the cells, and is pretty trippy to walk around in
Independent Thief on 1/10/2012 at 01:09
Quote Posted by Shole
nostromo?
No just something I'm experimenting with to see what the patch can do.:cool:
Melan on 1/10/2012 at 07:01
Quote Posted by Xorak
There's also a show_cell command (ALT-8) which gives a more graphical representation of the cells, and is pretty trippy to walk around in
I love that stuff. Someone could make a full non-traditional mission based on the concept of walking around in that origami-like world (Planet of the Killer Robots and Kill Factory came pretty close).
Ricebug on 1/10/2012 at 11:39
Quote Posted by Nameless Voice
In Dark, everything is made up of sections of air. Suppose you have a fill air brush (8x8x8) with a fill solid cube pillar (2x2x8) in the middle. Dark will divide that space into 4 air spaces around the cube. These air spaces are called cells.
So I guess the warning is don't get too carried away with detail except where it's truly warranted.
I notice that even in some of the PS3 games, like RAGE, there's an
illusion of detail but when you really start looking at things, they use a lot of prefab stuff.
R Soul on 1/10/2012 at 12:05
Some details can be made with objects. If you use objects to make rooftops, you can save a lot of cells that way. Even if we had a higher limit, complex cell arrangements could still interfere with AI navigation, so there will always be an incentive not to go over the top.
ZylonBane on 1/10/2012 at 12:32
Quote Posted by Ricebug
I notice that even in some of the PS3 games, like RAGE, there's an
illusion of detail but when you really start looking at things, they use a lot of prefab stuff.
You seem to be saying here that prefabs can't be highly detailed, which makes no sense.
Vlad Midnight on 1/10/2012 at 14:28
Just started and noticed you cant crouch on crates anymore. There is no landing sounds on them either, I know this breaks my first FM where you had to get a crate to get in a hole in the wall. Just tried it and FM is broken. You can jump on other objects, what changed with the crates? this crouch on ladders thing maybe?