Construction Community Map Dev Thread


(SebaSOFT) #181

Little Changelog:

  • Changed the Territory boundaries to a more “organic” dashed line. It’s more like the official maps. (See the forum post)

P.S.: Aren’t the Territories escalated wrong or something? We may have to correct the Top-view map
:armadillochase:


(Donnovan) #182

Seba. You mean the territories lines does not match the territories brushs?


(SebaSOFT) #183

I mean that the map you see in those pictures is biger (675x675) than the map intended for the territory images (512x512) causing (for example) that the GDF base territory doesn’t sorround the fort… altough when I overlayed it to one of the oob TGAs of the same directory, it was sorrounding it

PS: compare this to the AFTER image


(Donnovan) #184

Seba, you need to remove the OOB area of the territory images (black and white images).

If the territory images have x of size, you need to remove (1/10)x pixels of every side of the image (the new image size will be 0,8x) and then resize the image again back to size x.

Example: if the territory image have size of 1024.

1 - change canvas size to 819
(819 = 1024 - (1/10)*1024 - (1/10)*1024)

2 - center the image on the new canvas.

3 - resize the image to 1024.


(Donnovan) #185

It’s me again.

I can do that when i get home, this will happens just in the end of the next week.


(SebaSOFT) #186

don’t worry, I will do it, they are 512x512 by the way

PS: FIXED!!!


(Donnovan) #187

You used my to-do Seba? It worked?


(SebaSOFT) #188

yes,

1st) cropped the images to 80% (10% of each side)
2nd) resized back to 512 (to avoid loading non ^2 scale textures)


(Donnovan) #189

Seba, i’m back on Consite.

I see the subway is generating tons of LOD group error messages on compilation. You know what can be causing that? You added references to LOD groups?


(SebaSOFT) #190

It shouldn’t do that, it’s supposed to make like 10 warnings that (in words from SD guys) doesn’t matter.

I will check that out (now that I got a new computer).


(Donnovan) #191

Seba, i made many optimizations.

My Focus is to make its performance like on Andes.

Still not commited it, but will commit this end week.

Sorry for my absent, but now i’m back in full vapor! :slight_smile:

The subway tunnel have a outstanding number of batches, and this makes Violator construction site really slow if you see the barricade. Can i optimize that tunnel, and then if you like, whe remain with it?


(SebaSOFT) #192

Ok, do the optimizations you think are necessary. But commit as often as you can, so I can work on a good copy of the sources. Whenever you are sure of a change, commit it to the SVN.


(Donnovan) #193

I changed nothing, in true.

Will work on subway tunnel on saturday and will update my files right before do the optimization.


(SebaSOFT) #194

How can I help other than the subway stuff?


(Donnovan) #195

You can help on the gameplay plan.

Also, i will take a look on last pages here and in my PM sent by you.


(SebaSOFT) #196

I agree, but we need the University moved as soon as we can, I’m afraid.
I will check that out and help!


(Violator) #197

I can work on some brushwork if you like


(shirosae) #198

Just so you know, I’m redoing the university. The end result will fit whatever you put together, so don’t worry about it.

Do whatever you need to the current university to get it to fit.


(Donnovan) #199

I did changes on the Uni. Until the new Uni is ready, can we use the one i changed? You agree Shirosae?

Changes:

  • Removed level 4 on Lecture and Labs.
  • Player can use just first floor and second floor of tower, Lecture and Labs. Third floor (on Tower, Lecture and Labs) and above (on tower) are closed and are fake (have no internal content, just the Uni external walls).
  • Made tower less tall.
  • Removed some portals creating very small areas, to reduce numbe rof batches.

Like Seba sayd, will commit it in one single commit so it will be very easy to revert if you guys dont like it.

Gains:

  • Violator construction site area suffer from Uni, City and Subway performance hit.
  • Changing Uni and city i already reduced the batch count on critical area from 1800 to 1200.
  • With the Uni simplified we have more chance to use Optimized shadows, that i’m pretty sure to archieve if i can do the work needed. This will be a astronomical gain in performance.

(shirosae) #200

Yes, do whatever you need to.