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Town map in Vavoom

Wed, 31 Dec 2003 22:04:10

RambOrc

Check the news on the main page for some screenshots. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> BTW Janis, does Vavoom really need a new vismap every time I move a linedef? If not, can I disable the automatic vismap building in some way? It takes quite long on the town map and it's done every time node building is done by WadAuthor.
Thu, 01 Jan 2004 11:49:15

RambOrc

Actually, it's even worse - vis data is built even if I change a single texture on an existing linedef or floor. The building of GL nodes is no prob, that's maybe a second or two, but vis data is 23 seconds and that's a lot of wasted time when mapping. Can you do something about it?
Thu, 01 Jan 2004 14:11:30

RambOrc

After some real difficulties, I got 3D slopes to work, see the latest screenshots in our public news. I even found out how to add new textures (a bit more complicated than floors). Yeah I know it's nothing complicated, but all the same... <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> <!-- m --><a class="postlink" href="http://koraxdev.korax-heritage.com/ramborc/newtown_20040101-2.zip">http://koraxdev.korax-heritage.com/ramb ... 0101-2.zip</a><!-- m --> Just unpack these two files to the base dir of a Vavoom install and add both to the "Files" option in the Vavoom Launcher (on the left of the "Run" button).
Thu, 01 Jan 2004 14:20:21

RambOrc

Hey I just tried it in 640x400 software mode and there it works fluently even on the Matrox G400. Then I set the resolution to 320x200 (like in the original DOS Hexen) and it was a kinda strange feeling <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->, and the great thing is that all the engine features still work - not only are the roofs still in place, but also windows are still translucent. Cool. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> BTW Janis, in software mode when there are large open areas the sky screws up. I'm not sure but I think it does this at those points where in 3D accelerated mode it would not render everything but blend in the skybox in the place of far away sectors. Maybe you can look into this. BTW rendering distance, can it be set in a variable? At a few places where you can see from one end of the town to the other (or nearly), it kicks in and it would be better for this map if the distance would be somewhat greater (i.e. that this effect never kicks in).
Thu, 01 Jan 2004 18:52:35

RambOrc

Just uploaded a new version (link above modified). It now includes translucent windows for nearly all window frames in the town. You should also check out the WCs at the restaurant. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Thu, 01 Jan 2004 20:33:58

mago

Damn, this is looking really great! I can't wait to check the changes... Keep up the great work!
Mon, 05 Jan 2004 18:33:03

dj_jl

OK. As of vis data - it must be rebuilt every time you rebuild nodes (because doing this destroys it). I would like to research another possibilities in order to get rid of vis data at all, but currently I can't do anything that big. The software rendering engine has limitation on amount of polygons visible, basicly you should try to block view with solid wals. BTW it will also speed up building of vis data.
Mon, 05 Jan 2004 20:07:32

RambOrc

The thing is, Vavoom builds nodes and vis data even if I only change a couple of textures and don't move any vertexes nor create new ones. Can the limit in the software renderer be increased or do I have a basic problem with my town map?
Tue, 06 Jan 2004 07:59:35

dj_jl

In this case they are rebuilt because Vavoom thinks gwa file is out of data, and since you modified the wad file, it's newer than gwa file. Basicly to avoid it you should build GL-nodes by putting them back in wad file (use -o option). Do this by specifying glbsp as your node builder in WadAuthor. And don't forget to delete gwa file.
Wed, 14 Jan 2004 20:19:12

RambOrc

OK here is a new version if anyone wants to take a look at it... <!-- m --><a class="postlink" href="http://koraxdev.korax-heritage.com/ramborc/newtown_20040114.zip">http://koraxdev.korax-heritage.com/ramb ... 040114.zip</a><!-- m --> Janis, right where the player currently starts, there are two windows that don't work and I'm not sure why, could you take a look at them? All other windows are fine in the map.
Wed, 28 Jan 2004 17:20:59

dj_jl

Sory, I was busy lately. Those windows doesn't work, bacause the middle texture is shifted away with y offset.
Wed, 28 Jan 2004 18:30:36

RambOrc

But that should only make the texture display differently, or is there something with the Y offset that screws up things? I've got windows at the town hall with X offset and they work fine (except for the two halves of the window being mixed up, but that can be fixed later on by creating an extra texture for this).
Thu, 29 Jan 2004 08:08:34

dj_jl

The middle texture in up direction is repeated only once. And with y offset you made it scroll away, and since it's not repeated, you don't see anything.
Thu, 29 Jan 2004 17:11:35

RambOrc

Do I have to edit the texture in WinTex? What exactly do I do with it?
Fri, 30 Jan 2004 08:26:03

dj_jl

To display correcly it needs to have y offset of 0, but that will mess up top and bottom textures. Maybe create a line in the middle of the window and put texture there.
Fri, 30 Jan 2004 11:01:58

RambOrc

What happens if I just create a new texture that has the window texture several times above each other? Would that work?
Fri, 30 Jan 2004 18:05:39

dj_jl

Yes, sure it will.

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