Re: [hlcoders] ET's noobish stupid ping question: Lightmap Reload
E.T. - Apparition Developper wrote: Hi, I'm curious whether it's possible with current Source engine to reload or switch all level lightmaps on demand. I would like to ask too wheter it's possible to load multiple BSP's. Whats about to compile a BSP map with collisions and vising, but invisible walls? then break the map in tiny BSP models, and place the models in the original position. TADA!!.. tile world (1) And yes, lightmaps will sux. Are you reading my mind? draws: original map (world bsp) [ room1 ] [ ] [p] [] [ room2 ] [] invisible map (world bsp): tiles bsp (bsp entitys); [ a ] [ ] [b] [] [ c ] [] reconstruct map (on runtime, bsp entity + invisible bsp world): [ a ] [ ] [b] [] [ c ] [] (the invisible map will provide the collision and vising... ) (will use the center of model or '0 0 0' for vising or bsp models? ) This solution not need engine changes/mod changes, so its cheaper. Required this features: - invisible walls - load bsp models for entitys Problems: - vising may fight vs this tile entitys - loading big bsp models? - lighting may be horrible? Features: - Will be fun to torture your favorite mapper triing to force him to build something like that. - You will be able to swich tiles on the fly. (but collisions/vising will not change!) = a more dynamic bsp map. - Torturing mappers its always fun. (naaa... just kidding) note: (1) a horrible dificult to create and buggy tile world ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ET's noobish stupid ping question: Lightmap Reload
That sounds like a not bad idea actually, would be better if it could switch on the fly... Infinite Random Generated Worlds, anyone? E.T. - Apparition Developper wrote: Hi, I'm curious whether it's possible with current Source engine to reload or switch all level lightmaps on demand. I would like to ask too wheter it's possible to load multiple BSP's. Whats about to compile a BSP map with collisions and vising, but invisible walls? then break the map in tiny BSP models, and place the models in the original position. TADA!!.. tile world (1) And yes, lightmaps will sux. Are you reading my mind? draws: original map (world bsp) [ room1 ] [ ] [p] [] [ room2 ] [] invisible map (world bsp): tiles bsp (bsp entitys); [ a ] [ ] [b] [] [ c ] [] reconstruct map (on runtime, bsp entity + invisible bsp world): [ a ] [ ] [b] [] [ c ] [] (the invisible map will provide the collision and vising... ) (will use the center of model or '0 0 0' for vising or bsp models? ) This solution not need engine changes/mod changes, so its cheaper. Required this features: - invisible walls - load bsp models for entitys Problems: - vising may fight vs this tile entitys - loading big bsp models? - lighting may be horrible? Features: - Will be fun to torture your favorite mapper triing to force him to build something like that. - You will be able to swich tiles on the fly. (but collisions/vising will not change!) = a more dynamic bsp map. - Torturing mappers its always fun. (naaa... just kidding) note: (1) a horrible dificult to create and buggy tile world ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -- Knifa SourceForts http://knd.org.uk/sourceforts/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] ET's noobish stupid ping question: Lightmap Reload
BSP models are not viable solution, first lightning will suck :) then it would require additional entity for every submodel and for many other reasons. I would like to hear that it's possible to precache entire BSP tree/level while playing another. As far as I understand textures and models should remain in cache so if they are already loaded it should be not such an big performance hit to load another level during gameplay. So I just want to know whether it is possible to have two or more levels in memory at the same time. The second question reedited: Can I manipulate lightmaps for any surface in the level without having that surface predefined as dynamically lighted ;)? I want to have two or multiple sets of normal level lightmaps (no dynamic,fluorescent, pulsing etc. light). Thank you. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders