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Entity only maps

Posted: Tue Aug 16, 2005 6:20 pm
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!

Posted: Tue Aug 16, 2005 8:13 pm
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

Posted: Tue Aug 16, 2005 9:05 pm
by blazespinnaker
Assuming we have the minimum structural brushes to make the software happy.

Everything else is entities.

Posted: Tue Aug 16, 2005 11:49 pm
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

Posted: Wed Aug 17, 2005 12:09 am
by hemostick
Sounds like an idea for a contest :p

Posted: Wed Aug 17, 2005 1:33 pm
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.

Posted: Wed Aug 17, 2005 6:44 pm
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

Posted: Thu Aug 18, 2005 3:44 pm
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

Posted: Sat Aug 20, 2005 11:05 am
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.