neux on 10/3/2015 at 16:32
Quote Posted by Brethren
@neux - screenshots look great. 10% is pretty early on though, don't you think June is a bit optimistic?
In any case, for dromed or design tips (you mentioned tutorials), you might want to try the (
http://www.ttlg.com/forums/forumdisplay.php?f=85) Editing Guild. I do remember some impressive water effects in nicked's Sturmdrang Peak campaign. I think it was one of the later missions in the pack.
Thanks Brethren!
Perhaps it is optimistic. I wouldn't know. Its going quite fast. Multibrush options are awsome.
The husk of the game is pretty much 35% at this point. Objectives and AI is a chapter i still have to learn.
The story though is comming along as i build the husk. Its main lines are pretty much set.
Are objectives and AI hard or perhaps long work?
Thanks clearing!
Yandros on 10/3/2015 at 16:50
It depends on how ambitious you are. If you use standard AI with simple patrols, plan no fancy scripted events like conversations, and stick to standard objective types, it doesn't take that long. Although it might your first go around.
neux on 10/3/2015 at 17:01
Quote Posted by Yandros
It depends on how ambitious you are. If you use standard AI with simple patrols, plan no fancy scripted events like conversations, and stick to standard objective types, it doesn't take that long. Although it might your first go around.
AI: I'll need conversation to patrol, patrol's with animation on each loop(child in Rendezvous), spirit visions (like in t2:trail of blood).
Objectives: Collect, Take object to some room.
Random_Taffer on 10/3/2015 at 17:02
Screens are looking quite good, neux. I like your style. Always great to see a new author hard at work.
Keep it up.
neux on 12/3/2015 at 15:18
Quote Posted by DrK
Looks great for a start, nice use of Vigil's lightshafts. :thumb:
Objects aren't much of a problem now, the more the merrier I'd say. However, you must keep an eye on the total amount of cells within the mission.
There are limits to what you can add in a mission, and if these limits are reached the game can't handle it : (the limits are from OldDark to NewDark)
- Increased brush limit from 7068 to 16384
- Increased rooms limit from 1024 to 4096
- Increased ambient sound limit from 256 to 1024
- Increased cell limit from 28672 to 32760
- Increased the maximum number of sides in a cylinder from 10 to 26.
- Increased automap location limit from 64 to 256 locations per page
Nowadays, the cell limit is the one you're more likely to reach first.
:o
Current state of the mission.
Still building the husk (brush, decor object, light).
I'd like to say I'm 30% done.
Current stats:
763 brushes
8447 RAW cells
4173 cells
26682 portals
10094 polygons
1. Does something seem wrong?
2. If this is at 30% will 100% exceed the limit in your opinion?
3. Once you start complicating do cells multiply faster? maybe at exponential rate?
4. How can i reduce cell number?
Extended preview with DrKs awsome orange shafts! Thanks man!
Inline Image:
http://www.imageupload.co.uk/images/2015/03/12/dump020.png(
http://www.imageupload.co.uk/images/2015/03/12/dump020.png)
neux on 12/3/2015 at 16:08
Thanks, Ricebug!
Cheers!
Cardia on 17/3/2015 at 17:59
4 hours a day :eek: holy molly ! no wonder the progress is fast :D
keep up the great job :thumb: