Phantom on 28/4/2017 at 23:51
I'm sure I'm a weirdo, but I actually enjoy working with show_bad_rooms and optimizing sound propagation. There is something oddly satisfying about getting rid of those pink walls and knowing if a stray arrow makes it's way there that it will result in that 'tink' sound when colliding with the textures.
Anyway, how do you guys feel about inaccessible areas above buildings and such not being room brushed? Do you room brush every square inch of air brush in your levels? I have several open air areas like this, and although I like room brushing, I don't know if I really need to delete every ounce of bad room from the level. No AI or player will ever enter them, so is it necessary? I suppose I could crack open some FMs and check for bad rooms, but I'd like your opinions too. Thoughts?
Yandros on 29/4/2017 at 00:14
I don't always roombrush areas that I intend to be inaccessible, even though I know some crafty taffers will probably find their way up there. When players do that kind of immersion-breaking and potentially game-breaking exploration, they know not to expect things to be perfect or even close, so I have no qualms about it.
LarryG on 29/4/2017 at 02:52
The thing is players can throw / shoot things into places where they themselves cannot go, and I want correct sound propagation to happen when they do. I do tend to use LARGE room brushes above buildings that the players can't get to.
john9818a on 29/4/2017 at 04:56
In one of my past fms I had to room brush the entire map just to get the fog to work the way I wanted it to work. This was long ago before new dark. I typically don't bother room brushing inaccessible areas.
Cardia on 29/4/2017 at 07:25
Regarding the inaccessible areas which i call some of them "backstage" i don't bother adding roombrushes unless the player can throw items or arrows into this area. This is also one of the reason why i avoid adding scouting orbs, to prevent players from seeing the "backstage" with unaligned textures or the skybox in unrealistic positions.
Phantom on 29/4/2017 at 15:00
@Yandros, that's what I'm going with too, if something is game breaking and too easily accessed in beta testing, I'll try to fix it, otherwise it won't bother me.
@LarryG, I know what you're saying, but mainly the areas I'm concerned with are areas of sky between buildings, I do have one large air brush over the entire map, but room brushing it carries sound across the whole level and that's what I want to avoid. I think the areas I will have an issue with are sloped roofs, if I do a large brush over those it could create a scenario where a guard on the street hears the player drop an item inside an attic.
@john9818a, that sounds scary, I assume if you made a noise every AI heard it?
@Cardia, I may hide a scouting orb somewhere for giggles, but there are definitely areas it shouldn't be thrown! :D
john9818a on 29/4/2017 at 15:42
Actually no because it's better to room brush streets and corridors separately rather than room brush the whole map with a single room brush. Sound doesn't propogate forever through every room brush, but it drops in volume after a few successive room brushes. After that it drops completely. I remember someone tested the room brush theory a few years ago and IIRC came to the same conclusion.
The problem with using a single room brush over the entire map is that you and AI will be able to hear through walls. It's a lot of tedious work but I room brush my mission as I build buildings and hallways/rooms so that I won't have to go back later.
Phantom on 29/4/2017 at 16:42
@john9818a, If that's the case maybe I will build a grid of multiple room brushes across the huge air brush at the top. That way if @LarryG or anyone else wants to shoot a fire arrow at the sky it will still make a boom! :cheeky:
LarryG on 29/4/2017 at 19:13
That's what I was trying to say.
john9818a on 29/4/2017 at 19:38
Oh well I use room brushes up to the sky as long as the player can access anything below the sky. The places I don't bother room brushing are behind buildings in undeveloped areas.