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Is there a limit to what (and how much) you can func_train? [SOLVED]

Started by amz181, August 07, 2011, 07:25:25 PM

amz181

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?

Xedoh

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.
Wisdom starts where knowledge ends.

amz181

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

Xedoh

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
Wisdom starts where knowledge ends.

amz181

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?

Xedoh

Wisdom starts where knowledge ends.

Emperor Jack

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.

Survivor

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.
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