Entity only maps

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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blazespinnaker
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Joined: Tue Aug 16, 2005 6:15 pm

Entity only maps

Post by blazespinnaker »

Has anyone played around with any maps that are "entity only"?

Anyone have some fairly rich maps? What FPS do you get with them .. numbers wise? What sort of machine are you getting them on?

Please email me, terraformed@gmail.com if you want to contact me privately or post here.

Thanks!
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seremtan
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Post by seremtan »

ummmmmmmmmmmmmmmmmm

you can't make a map that's all entities. you need minimum 4 structural brushes for the world hull, and that's only if your map is a equilateral triangley thingy

edit: or by entity do you mean model? there's a 1000 ent limit in q3 anyway fyi
blazespinnaker
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Post by blazespinnaker »

Assuming we have the minimum structural brushes to make the software happy.

Everything else is entities.
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seremtan
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Post by seremtan »

hm, it would really only work as a space map, where the whole map is visible anyway, and to avoid using clip (since you want ents only) you'd have to spawnflag all the models as solid

so yeah, it could be done. you could even do a terrain map with fog and far plane culling, though a fog brush isn't an entity
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hemostick
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Post by hemostick »

Sounds like an idea for a contest :p
r3t
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Post by r3t »

seremtan wrote:hm, it would really only work as a space map, where the whole map is visible anyway, and to avoid using clip (since you want ents only) you'd have to spawnflag all the models as solid

so yeah, it could be done. you could even do a terrain map with fog and far plane culling, though a fog brush isn't an entity
I think he means that you build your hull out of caulk (like you normally would anyway), and use only models (made in 3dmax or whatever) for the visible walls.
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seremtan
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Post by seremtan »

yes that's what i thought he meant, but since that would mean drawing the whole level at once, i suggested a space map, where this is normal. i mean, otherwise you could just cheat and use a wireframe overlay to see where your opponent was, like a wallhack
Shallow
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Post by Shallow »

blazespinnaker, I've seen you asking this question elsewhere too, and I get the feeling you're trying to do something bigger than what the very directed questions you're asking suggest.

Maybe you could give us some idea of what the scope and purpose of your project is. Let's say your project isn't specifically Quake 3 related for example: Depending on what you're trying to do, Quake 3 might not even be the best engine, and we may be able to suggest alternatives that make your life easier. But unless you actually give us some idea what this is about we're pretty much making blind guesses that aren't likely to be much help to you.

Plus, I'm a nosey bastard and enquiring minds need to know :D
tkilla
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Joined: Sun Jul 03, 2005 6:19 pm

Post by tkilla »

this is what i do most of the time... full ase-model , surrounding box and spawnflags in gtk. models are getting heavy easely thought.
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