Forum

ASSIST, AMERICA'S ARMY COMMUNITY - RELIVE THE GLORY DAYS OF AMERICA'S ARMY 2.5

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Spanky

Pages: 1 ... 116 117 [118] 119 120 ... 564
1756
Feedback & Suggestions / Re: [POLL] AA3 Ranch - Select Mission Type
« on: Monday, November 04, 2013, 19:05:27 PM »
Spread out for sure. That way you can choose where you want to spawn in a way, makes it more like modern FPS games.

1757
News / Re: Koen (SASF-WhizzKid) Rest in Peace
« on: Monday, November 04, 2013, 16:37:51 PM »
I bid respect to the SASF members in the way they handled this.

And wish strength and joy to this family.

I'm not that great with words so I'll leave it at that.

/Dan

x2

1758
News / Re: AAO25 Scheduled Downtime
« on: Monday, November 04, 2013, 02:23:23 AM »
That's incompatible because we have hamsters in wheels running the servers right now. Adding cats to the mix would cause severe downtime.

1759
Feedback & Suggestions / Re: [POLL] AA3 Ranch - Select Mission Type
« on: Sunday, November 03, 2013, 22:45:54 PM »
Bravo! IMO, that's the first map that's taken the conversion REALLY well. It's hard to notice the per-vertex shading on the meshes.

1760
General Chat / Re: Problem whith soldiers models (not enemies)
« on: Sunday, November 03, 2013, 17:05:07 PM »
It's been discussed before. The green ACU is used in all environments for the US Army (as far as I can tell with my research). Marines use different color camo for different environments. The Army uses 1 color for everything due to budget constraints. There's a thread on here that shows Wikipedia articles and information, you can look around.

1761
News / Re: HT - FLC Cup Season 1 Winners
« on: Sunday, November 03, 2013, 13:03:10 PM »
Let's keep this conversation positive guys. There's been plenty of failed attempts in the past (not for lack of trying) but it's great to see the effort put forth and the enjoyment others have gotten from this organization.

1762
News / Re: AAO25 Scheduled Downtime
« on: Sunday, November 03, 2013, 13:01:30 PM »
The thing is, I couldn't give a crap less. Sure, it's possible, Smoke even said so. But I'd bet there's extra setup and hassle and what's the point? People aren't going to care if this site is down for a little while. Now if this site was performing a critical function then yea, it would be great to have a seamless transition.

From my limited knowledge, I believe the VPS server is just going to be re-setup on another machine and not cloned. AAO25 will still be accessible, probably from the IP so at that point, I'll make a backup and restore it to the new VPS when it's up and running.

1763
mAAp Project / Re: AntiPortals
« on: Saturday, November 02, 2013, 23:49:38 PM »
Sure, less triangles, but that because there is less balls in view

I didn't think about that.

Hmmm. This is weird.

1764
mAAp Project / Re: AntiPortals
« on: Saturday, November 02, 2013, 23:09:07 PM »
ELiZ, do the same test again except get right up against the wall, you will see StaticMesh poly count start to drop to 1/3 or so. I think this is due to the fact that the AntiPortal brush isn't very large and you're so close to the objects, being in the same room. I'm not sure why the editor shows the StaticMeshes fully occluded even when at a significant distance from the wall, perhaps it's just rendering differences.

This effect happens on your version 2 and both of the ones I edited.

1765
News / AAO25 Scheduled Downtime
« on: Saturday, November 02, 2013, 22:42:17 PM »
I just wanted to inform everyone that due to a upgrade taking place on the VPS server that AAO25.com is hosted on, there will be some minimal downtime when everything gets moved. It it scheduled for the 5th of November. We will do a full backup before anything is done so nothing will get lost.

1766
mAAp Project / Re: AntiPortals
« on: Saturday, November 02, 2013, 22:37:32 PM »
Slap my ass and call me Judy. Your Test2 actually does work without any modifications:


So, it doesn't matter that the AntiPortal is technically outside the main subtraction/geometry. Maybe Epic fixed that in the build we have?

1767
mAAp Project / Re: AntiPortals
« on: Saturday, November 02, 2013, 22:25:26 PM »
I'm rather sure
DropBox: AntiPortal-Test2-DontWork.aao

Proves that placing it inside the BSP will not work.


ELiZ, it's because of the reason I tried to explain before. You have the room setup as a donut shape. That wall is the same height as the main room subtraction thus when the engine 'compiles' (or whatever) the BSP, it ends up being donut-shaped and your AntiPortal is technically outside the map (main subtraction). If you make that wall slightly shorter and hovering above the ground, it would work. OR if you add another larger subtraction around the whole room.

*EDIT*
Maybe this view can explain it better than I can:
https://dl.dropboxusercontent.com/u/464376/aac_maap/antiportal4.PNG

The editor optimizes the BSP cuts and when 2 BSP surfaces are aligned (the wall against the ceiling and floor) it merges them so there's less to render.


I was wrong. See the next post.

1768
mAAp Project / Re: AntiPortals
« on: Saturday, November 02, 2013, 21:58:58 PM »
Not quite right... Make Antiportal outside of geometry, zoom out in 2D viewport and move map around - you can then noted disappearing parts of the map. Antiportal should be inside of geometry - completely invisible from outside.
Right, do you do want it inside geometry so the player doesn't notice the engine occluding objects. I just was saying that it doesn't matter as far as the engine is concerned, as long as the AntiPortal is inside ANY subtraction, it will work.

ELiZ, I usually make AntiPortals slightly smaller than the geometry I'm putting them in for 2 reasons:
1. It's faster than figuring out the exact size of the geometry.
2. To avoid any potential sizing issues of getting the AntiPortal just outside the geometry.

Now that I figured out my problem, I don't have any issue putting AntiPortals inside of BSP. The AntiPortal surface flag is more efficient however you can only use it on Additions that don't have Subtractions in them (i.e. a door) otherwise the player will see a HOM effect in the doorway until they go through it. In that case, you either rebuild the building with different BSP (adding more) or just throw an AntiPortal brush inside the wall and call it good.

1769
mAAp Project / Re: AntiPortals
« on: Saturday, November 02, 2013, 20:49:57 PM »
I think what that video is saying is that since that map only has that small room, and because the wall in the middle is the same height as the room, it's in effect a donut shape. If you place an AntiPortal brush inside that that does not touch the wall (slightly thinner and smaller than the wall), it's technically outside the subtracted space because that map is so small. However, in Alley, since there's a HUGE subtraction to work inside of, the AntiPortal can be anywhere inside the main subtraction, regardless of whether or not it's inside BSP, mesh or just out in the open.

1770
mAAp Project / Re: AntiPortals
« on: Saturday, November 02, 2013, 20:23:52 PM »
Nevermind. I'm dumbfounded by my own stupidity.

Typically I press O and C upon opening the editor, to hide the annoying playerblocks, commvolumes AND AntiPortal brushes. Apparently, hiding the brush also hides the effect unlike when hiding BSP with a surface flag of AntiPortal, the effect is still there. Pressing O in the live view with RMODE 1 will toggle the AntiPortal on/off.

I faintly recall running into this before, many years ago but it's not something I remembered for whatever reason.

Pages: 1 ... 116 117 [118] 119 120 ... 564

Download Assist

×

Download Game Client

Important: Battletracker no longer exists. However, old Battletracker accounts may still work. You can create a new 25Assist account here

Download Server Manager