DISorder Posted January 30, 2003 Share Posted January 30, 2003 I was wondering, does anyone ever do just one room of their map and then save it as a .map, then later, when all the rooms are done, import the other rooms as prefabs then connect them all? I was wondering if anyone did that or not, just kinda came to my mind... Thanks, DISorder Link to comment Share on other sites More sharing options...
dvader28 Posted January 30, 2003 Share Posted January 30, 2003 christ no, what kind of ****-a-mamy way of doing things is that? unnecessary complication that is. might be useful if you're mapping on a 386......... Link to comment Share on other sites More sharing options...
Wes Marrakesh Posted January 31, 2003 Share Posted January 31, 2003 dvader there is no need to flame it. I might have to because of the slowdown in Gtk 1.2.11. I'm on a 1.33 Ghz with a GeForce 4. There are good reasons/ Link to comment Share on other sites More sharing options...
Leslie Judge Posted January 31, 2003 Share Posted January 31, 2003 I can say, sometimes. Not a room but a smaller part which I can build separately. The compiling is much faster also if I don't have to compile always the whole map. Room by room is not good in every case. Seeing the others can help to build the actual one. Plus you can see how the whole thing is going. For example I'm building a city now. It has a little spaceport. I build the spaceport separately, because I don't need to see the city's other parts to it. And think of the compile time... A city has big open areas. The lighting can be very long. When I will finish it I'll connect it to the city as well. Link to comment Share on other sites More sharing options...
Takeoffyouhoser Posted January 31, 2003 Share Posted January 31, 2003 I only do stuff like when it comes to messing about with terrain. I loaded a terrain in my map that was generated INSIDE my level, and, turned my entire 3k brush map into a terrain entity.... lol Other than that, I normally bild everything in one map... but I can see the advantages of it.... maybe area by area..... Link to comment Share on other sites More sharing options...
lassev Posted January 31, 2003 Share Posted January 31, 2003 Compiling shouldn't be the reason, because you can always use regions, if you don't want to compile all at once. Otherwise I have no opinion, as I haven't used this kind of approach myself... Link to comment Share on other sites More sharing options...
Kengo Posted January 31, 2003 Share Posted January 31, 2003 Yeh, as Lassev says you can use regions to avoid long compiles and just compile one area at a time. Before I knew this I made the areas for cutscenes in Prison_Escape seperately from the rest of the map then fitted them in later because I knew hardly anything about cutscenes and had to re-compile near endlessly to get them working right! It is an interesting, modular approach you could take by doing that, but it would surely be a lot more work than just putting them in in the first place? I suppose if you knew the details you wanted but tnot the overal layout yet then you could build the rooms first, connect them later. As far as I'm concerned, any different and innovative method of mapping should be given consideration, although using a surealistic approach to my last map cost me dear! Floating clocks indeed.... Link to comment Share on other sites More sharing options...
dvader28 Posted January 31, 2003 Share Posted January 31, 2003 I'm on 1.3 athlon with a geforce 4, and i don't get any slowdown at all on 1.2.11 Link to comment Share on other sites More sharing options...
Leslie Judge Posted January 31, 2003 Share Posted January 31, 2003 Hehh I use a 1.2 GHz Celeron and a GeForce2MX400 and no slowdown in 1.2.11. Link to comment Share on other sites More sharing options...
DISorder Posted January 31, 2003 Author Share Posted January 31, 2003 I'm on a 1ghz Athlon w/ 256mb RAM and a GeForce 3 ti 200, I seemed to get a little slowdown at times with work on Mos Entha, but a texture flush/reload usually fixed it. Thanks for replies edit: BTW, how do you compile regions? and you have to put walls around the region right? otherwise it would be a HOM correct? Link to comment Share on other sites More sharing options...
Kengo Posted January 31, 2003 Share Posted January 31, 2003 You gotta select the parts of the map you want in the region, then go to one of the sections on the toolbar and set as region (sorry I can't be more specific...no radiant on this PC . You will need some kind of hollowed brush around the region or you'll probabaly get a leak, unless the region was self-enclosed before (which I guess is unlikely). Link to comment Share on other sites More sharing options...
Marzgog Posted February 1, 2003 Share Posted February 1, 2003 Damnit! Im on a overclocked 333 MHz(now 417 MHz) celeron with 1.2.11 NO SLOWDOWN!!! i can even play JK2 if i shut all the extra programs, MP works fine! EDIT: oh yeah, I've got GeForce 2 MX 400 and 256 MB RAM Link to comment Share on other sites More sharing options...
Suicide20 Posted February 2, 2003 Share Posted February 2, 2003 radiant used to have a region selection feature... Aka you could just select ad edit/compile peices of your map... I've only used this like once or tiwce but, you might want to see if you can still region off parts of your map... This would at least keep you from having to work with multiple files.../shrug Link to comment Share on other sites More sharing options...
lassev Posted February 3, 2003 Share Posted February 3, 2003 You can also use the XY setting with regions, at least if you are making quite a separate area. And it seems to me, indeed as Kengo said, that you might need to shut with an additional brush some passageway, should you have one. Also be careful with func entities, because you won't want to have them on the borders, outside the worldspawn restricted areas (leaks). Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.