Tremulous Forum

Media => Mapping Center => Topic started by: amz181 on August 07, 2011, 07:25:25 pm

Title: Is there a limit to what (and how much) you can func_train? [SOLVED]
Post by: amz181 on August 07, 2011, 07:25:25 pm
I want to make a map that is in a train.

To make it seem like the train is moving, i plan on func_train(ing) the scenery outside the train to move.

obviously the scenery will have to be quite large so that it lasts the whole duration of a map. So i was just wondering if there is any sort of limit on func_train(ing) very large and detailed objects?
Title: Re: Is there a limit to what (and how much) you can func_train?
Post by: Xedoh on August 07, 2011, 10:28:20 pm
I've actually got a half-finished map that works like this (The map was originally planned just as a demonstration of how it works). I haven't encountered any problems with the size/details of the func_trains (I used 8 pieces, 3072x832qu each, albeit with low details). I think the main problem with the detail is to keep it low enough to get a decent performance.

There is also a problem with players nocliping outside the train, which blocks the moving pieces and make them clip into eachother. I have been trying to work around this by only using noclip-brushes, but I never finished my test.

I can give you the .map-file if you want.

EDIT: Oh, I realise you mean having a single huge func_train. My system has 8 pieces that "rotate" around the train.
Title: Re: Is there a limit to what (and how much) you can func_train?
Post by: amz181 on August 08, 2011, 11:56:25 am
So having a huge func_train will in all likelihood kill performance? Would breaking it up into smaller pieces make any difference?

The .map file would be very helpful :)

Thanks
Title: Re: Is there a limit to what (and how much) you can func_train?
Post by: Xedoh on August 08, 2011, 02:48:13 pm
Ok, so this is it, complete pk3 with .map included. The map basically has the train driving through an endless, repeating tunnel. A tunnel-piece starts in front of the train and then moves backwards, followed by another piece. As soon as a piece is behind the train, it "falls" below the train and returns to the front. As mentioned, nocliping out can mess up the tunnel.

http://caldazar.at/tremulous/base/map-train_test.pk3 (http://caldazar.at/tremulous/base/map-train_test.pk3)
Title: Re: Is there a limit to what (and how much) you can func_train?
Post by: amz181 on August 08, 2011, 10:26:01 pm
Thanks a load, really helped alot. Very innovative way of doing it :D

I may copy your technique if func_train'ing proves to be too laggy, if your ok with that?
Title: Re: Is there a limit to what (and how much) you can func_train? [SOLVED]
Post by: Xedoh on August 09, 2011, 10:44:47 am
Yeah, ofc you may use it, I'm glad I could help  :).
Title: Re: Is there a limit to what (and how much) you can func_train? [SOLVED]
Post by: Emperor Jack on August 15, 2011, 09:16:34 am
I actually began to make a similar map. This kind of map would put tremulous to its limits. But be a great experiance to play. It does take a lot of work and creating the whole revolving scenery would tough. Noclip issues make it tough. If tremulous gets a revamp (such as dynamic lighting and less lag play(so you can make the map pracitcally moving 24/7 without lag)) and brushes with multiple entities attached. Adding a rotation sequence each time the train hits the next path corner etc. Awesome maps such as trains would be perfect.
Title: Re: Is there a limit to what (and how much) you can func_train? [SOLVED]
Post by: Survivor on August 22, 2011, 10:39:42 am
Wouldn't it be simpler and less resource intensive mapwise to have a shader simply scroll an image or series of images past the train, on a static brush outside the train? It would probably give you less detail, but should be doable.
If you make sure the people can't see the lower brush of a simple sixside skybox you could try scrolling that one as well. it would probably give more depth effect. It's been a whole time since i've mapped so I can't really test these for you.