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#1
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I was thinking of making a progression type FM, but I want to make a big world instead of just making the world as I go along. I do not see any problems with this but I want to make sure that I can't run into anything and have to restart. My reasoning for doing this is because im adding lookout towers near a city and I want those towers to see everything. Also I think it would be cool if you can see a lot more when your on a second floor looking out a window. This way will be harder if I do decide to do it but if it makes a mission look better, I will do it. Any suggestions will help.
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#2
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Quote:
How far do you plan on letting the player see? Great distances will cause great crashes. Dark engine isn't really designed to handle that type of construction design.
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The Miracle of Modern Pharmaceuticals. Gotta love them. Last edited by Apache; 11-17-2006 at 05:15 PM. |
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#3
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Well I thought some of it over and well I want to make the player see some cool things at a height but if they see everything it wont be a surprise later in the mission. I want a watch tower, if I have a watch tower there has to be a purpose. So it has to watch over something for an invasion or something of that nature. I need an idea of what to do. I think I could make a watch tower with one or two windows to look over a certain area or Make the watch tower being built when. Any other suggestions will help.
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#4
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The dark engine can only draw 1024 terrain polygons on screen at any one time. Try to view more than that and the game could crash.
(use show_stats to see how many polys are on screen) Similarly there is a limit to the number of objects that can be rendered at any one time (or maybe the limit is on object polygons instead). Hitting this limit won't cause a crash but some objects will disappear from the sceen. You could easily hit either or both of these limits if the town is reasonably detailed. In my opinion it's not a good idea to deliberately make a long detailed panoramic view with an engine that's best suited to shorter views and enclosed spaces. |
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#5
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You might want to have a look at "Unfinished Business" for an example of maxing out sight lines and the amount of brush/object detail you can use in such a setting. You'll also notice how blocky/fake things can look from a distance.
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