Author Topic: Questions regarding detail/structural brushes and func_trains (Separate issues)  (Read 3725 times)

Bunneh

  • Posts: 105
  • Turrets: +18/-96
Is it feasible to place a large, hollow structural box of caulking around a map made of nothing but detail brushes?

From what I've read, detail brushes reduce vis and make compiling faster as well as a map without much performance lag.

Is it possible that performance issues could be resolved this easily?

Also, is it possible to have func_trains rotate while moving?

I'm making small submarines that are button-activated, and it wouldn't seem right if the cylindrical minisub went straight from the launch tube, into the water, and followed its preset path by sidestepping.

To clarify, I want this:

..........._
...........S
............
....../S/
...|......|
...|......|
...|......|
.....|S|....

Instead of this:
...............
...........|S|
............
.....|S|
...|......|
...|......|
...|......|
.....|S|....


Where |S| is the minisub in various parts of its journey and orientation, and | is the wall of the launch tube. I hope that diagram makes sense.

One more thing; will moving this minisub through a water brush be possible, without the occupants going into swim mode as soon as they touch it? I just thought about that, and it could really hurt my entire concept.
« Last Edit: December 16, 2007, 02:35:17 am by Bunneh »
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Supertanker

  • Posts: 325
  • Turrets: +73/-45
Re: Caulk structural brush surrounding a map of total detail brushes
« Reply #1 on: December 16, 2007, 12:10:45 am »
I don't think it would work that well with one big box, the VIS would reach clear across the entire map!
However, there is a compromize. Build very rough boxy hallways/basic rooms and then add most of the walls, floor, etc with detail. Arachnid2 does this. If you look in the map in the pk3 you'll see what I mean. Most of the rooms are all caulk or just very simple boxes, with the majority of the map being detail brushes.

Bunneh

  • Posts: 105
  • Turrets: +18/-96
Re: Caulk structural brush surrounding a map of total detail brushes
« Reply #2 on: December 16, 2007, 12:38:27 am »
Well, the map I'm working on is entitled Submarine.

The human and alien bases are on separate ships, with a considerable amount of water between them. There is a low-lying cloud layer over the entire map, which contains a trigger_hurt to keep jettards from getting too crazy over the ocean, and acid fog surrounding the area's boundaries to keep grangers from going for a new longest-swim record.

Linking the two ships, there are underwater tunnels, overwater dinghies with buttons on them to activate a func_train entity, and a teleporter on the main deck of each ship. The teleporter makes it necessary for bases to be moved, otherwise you'd have S3 stalemates such as those in ATCS and other similar maps with no alternative base options.

Partially submerged in the middle of the ocean is a submarine. No tunnels link this submarine to anything; the only method of entry is swimming, underwater submarine units capable of holding approximately 4 humans at a time on a func_train route, and overwater dinghies.

Inside the submarine, there are various rooms corresponding to those of such; missile room, command, living, etc. This is where just about all of your fighting takes place.

As for alternate bases, you can move anywhere within the starting ships, into the underwater minisub docks, or into the hellhole of a submarine itself; if you're gutsy, moving to that last one.

So, I can't really do much structural brushes to reduce vis to any particular area, except the ships, I guess. Should I do hulls of the ship and submarine in structural brushes, and the rest in detail?
Bunneh: I'll admit that I really love attentionwhoring like this.
Plague Bringer: Here's some attention for you. Look! I've got a video of Bunneh in his true form running around in public, molesting random people.
http://www.youtube.com/watch?v=ZONFBqPosXw
Bunneh, you should be ashamed.
Bunneh: No, PB, that's not me. I'ma pink Bunneh. Bluebunneh is the stupid icecream faggot down the street.

http://tremulous.net/forum/index.php?topic=6840.0

Survivor

  • Posts: 1660
  • Turrets: +164/-159
Is it feasible to place a large, hollow structural box of caulking around a map made of nothing but detail brushes?

From what I've read, detail brushes reduce vis and make compiling faster as well as a map without much performance lag.

Is it possible that performance issues could be resolved this easily?

No

Also, is it possible to have func_trains rotate while moving?

In all practicality, no

I'm making small submarines that are button-activated, and it wouldn't seem right if the cylindrical minisub went straight from the launch tube, into the water, and followed its preset path by sidestepping.

To clarify, I want this:

..........._
...........S
............
....../S/
...|......|
...|......|
...|......|
.....|S|....

Instead of this:
...............
...........|S|
............
.....|S|
...|......|
...|......|
...|......|
.....|S|....


Where |S| is the minisub in various parts of its journey and orientation, and | is the wall of the launch tube. I hope that diagram makes sense.

One more thing; will moving this minisub through a water brush be possible, without the occupants going into swim mode as soon as they touch it? I just thought about that, and it could really hurt my entire concept.

As far as I know the waterbrush would override any other volume control. So no again.

I’m busy. I’ll ignore you later.

Plague Bringer

  • Posts: 3815
  • Turrets: +147/-187
You would have to cut out a clear path through the water to have a minisub work effectively, which would screw up your underwater swimming idea, you don't want a big hole in the water, underwater, do you? Unless you make the water only accesible from above sea level, and make it so that you can't go deep enough (or can't go down at all, like having a thick sheet of ice, or water so cold it insta-kills) to be able to see the path.
U R A Q T

Bunneh

  • Posts: 105
  • Turrets: +18/-96
You would have to cut out a clear path through the water to have a minisub work effectively, which would screw up your underwater swimming idea, you don't want a big hole in the water, underwater, do you? Unless you make the water only accesible from above sea level, and make it so that you can't go deep enough (or can't go down at all, like having a thick sheet of ice, or water so cold it insta-kills) to be able to see the path.

I was originally thinking of something like this at first; a deadly layer of murky water close to the seabed that kills anything that touches it. That would work fine for this application.

Apparently, I'll have to make all my minisubs/dinghies circular or somesuch so that they don't look too bizarre when they don't turn.

Thanks for the help, PB/Survivor.
Bunneh: I'll admit that I really love attentionwhoring like this.
Plague Bringer: Here's some attention for you. Look! I've got a video of Bunneh in his true form running around in public, molesting random people.
http://www.youtube.com/watch?v=ZONFBqPosXw
Bunneh, you should be ashamed.
Bunneh: No, PB, that's not me. I'ma pink Bunneh. Bluebunneh is the stupid icecream faggot down the street.

http://tremulous.net/forum/index.php?topic=6840.0