wow ouch! On Wed, Jun 24, 2009 at 7:39 PM, Nick Klotz <roracsenshi@xxxxxxxxx> wrote: > "main map area do you mean where you first choose a map to go to where > there's the spinning cubes and such?" > > Yes. > > Okay, good point Kent. I will try to build the entire temple as a single > map and see what happens. (: > > > On Wed, Jun 24, 2009 at 9:35 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> main map area do you mean where you first choose a map to go to where >> there's the spinning cubes and such? >> >> >> On Wed, Jun 24, 2009 at 7:32 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >> >>> Okay, what I am going to do then is build the first and first part of the >>> second floor together, put the maze as another map, then the ceiling and >>> beast rooms as a third >>> >>> By the way, on the main map area, I get an average of 21 FPS. Shadows on. >>> >>> >>> On Wed, Jun 24, 2009 at 9:29 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>> >>>> It is pretty intricate >>>> >>>> Hard to say if it will be necesary to split it up or not! >>>> >>>> If you want to play it safe split it up, if you want to see if we'll >>>> have problems or not leave it one map. >>>> >>>> i dunno i think we wont know til it's built >>>> On Wed, Jun 24, 2009 at 7:26 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >>>> >>>>> Basically what I am worried about is cost. I can put the entire thing >>>>> into the same map if that is what you want. Otherwise, what I am asking >>>>> is: >>>>> if the areas should be partitioned. First floor + basement under the >>>>> diamond path, followed by the maze, then ceiling trap/beast room, >>>>> >>>>> >>>>> >>>>> >>>>> On Wed, Jun 24, 2009 at 9:18 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>> >>>>>> ok >>>>>> >>>>>> On Wed, Jun 24, 2009 at 7:15 PM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote: >>>>>> >>>>>>> Well concerning camera, I don't believe that would be an issue with >>>>>>> this because I can make the ceiling very high to compensate for the >>>>>>> angle. >>>>>>> I'll get a cheap outline to show you what I mean specifically in a few >>>>>>> minutes. (: >>>>>>> >>>>>>> >>>>>>> >>>>>>> On Wed, Jun 24, 2009 at 9:11 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >>>>>>> >>>>>>>> images would help yeah! >>>>>>>> >>>>>>>> from the sounds of it, cost isnt an issue but multiple levels >>>>>>>> stacked on top of eachother could be difficult to deal with because of >>>>>>>> camera concerns. >>>>>>>> >>>>>>>> There used to be a setting (that is broken now but could be fixed) >>>>>>>> in config.lua where basically if an object was inbetween you and the >>>>>>>> camera, >>>>>>>> the camera would pop to be in front of the object so the player is >>>>>>>> never >>>>>>>> obscured. >>>>>>>> >>>>>>>> If I fixed it we could just have that be the norm, and that would >>>>>>>> fix the problem of the player being on floor 1 while the camera is >>>>>>>> lookin at >>>>>>>> the player from floor 2. >>>>>>>> On Wed, Jun 24, 2009 at 7:02 PM, Nick Klotz < >>>>>>>> roracsenshi@xxxxxxxxx> wrote: >>>>>>>> >>>>>>>>> With the current layout I have three separate floors for the >>>>>>>>> temple. At this time, the floor with the diamond path is connected to >>>>>>>>> the >>>>>>>>> basement, if you stray from the path you'll fall directly into the >>>>>>>>> basement. >>>>>>>>> If you get through, there is an elevator that takes you down to the >>>>>>>>> basement. Should the first floor/elevator be built on its own map, >>>>>>>>> and >>>>>>>>> script the player to the next room via falling (in which case no >>>>>>>>> matter >>>>>>>>> where you fall you end up in the same spot)/elevator, or should I >>>>>>>>> include >>>>>>>>> the basement along with the same map, and partition the maze/ceiling >>>>>>>>> trap/beast rooms into separate maps in order to keep the cost down? >>>>>>>>> Images provided if necessary. >>>>>>>>> >>>>>>>> >>>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >