gametechmods
Robot Arena => Discussion => Topic started by: R0B0SH4RK on November 16, 2008, 01:20:13 AM
-
It would be nice to have one. The version that is out there right now is too large and the camera angles suck in my opinion. Basically, a completely stripped Combat Arena would be ideal, but I'm far from an expert at anything regarding arenas, so I don't know if there is an optimum size for reduced lag or anything.
-
Perhaps like the BBEANS arena.
-
Size doesn't really contribute to lag as much as number of vertices (number of objects and complexity of objects).
-
It would be nice to have lowish walls, for flippers. I don't know how that would increase lag though.
-
ill strip down the combat when im done with the GUMBA arena if that would work for you guys. iMIGHT be able to make a lower wall to idk yet
-
a low lag arena with low walls would be a lot laggier then a low lag arena with walls
-
maby not. if the game glitchs and you get out of combat arena then your out. if I just change the walls size so it makes it easy to put people out it shouldnt effect lag. as the # of vertices stay the same.
-
Cool. Nice to have more modders and tweakers around. I've a stripped box.gmf if you want it, Cuda. The gmf is cleared of hazard geomobjects.
-
that would be great mad then all i have to do is lower the walls. ill have it done by tomarow night if i get it to night
-
Isn't the solution simply stripping off the Combat Arena of everything, and just making it a 12-vertice-cube with a single texture for the walls?
-
oh you mske it sound so much easier then it is lol. thats what it will end up as but im just starting to learn the .gmf modding things so give me a few days to get it done. i already know what i will have problems with so i know what to look for when stuff gose south.
hey Mad. if i take all the hazards out do i need to take them out of the *GMID_HAVOK_DIS_COLLISION_PAIRS sec as well or can i leave it as is? also when they are out of the .gmf can i test it with them still in the .py or will this be a problem?
-
hey Mad. if i take all the hazards out do i need to take them out of the *GMID_HAVOK_DIS_COLLISION_PAIRS sec as well or can i leave it as is?
When you remove GEOMOBJECTS you should also remove them from both the RBCOLLECTION and DISABLEPAIRS. (Be sure to change the 'Count' in all 3 places too.)
also when they are out of the .gmf can i test it with them still in the .py or will this be a problem?
You must remove/cancel out"#" the python line(s) that tell the it to look for and utilize a GEOMOBJECT in the gmf if it's not there, else no-go.
...
-
ok once the compiler works right ill be about done with it. sry for taking a while guys.
-
The compiler does work ;).
Anyway, the troubl with the box arena is that it is not easy to lower it's walls - the main collision part is just a cube with it's normals ("active" sides - in 3d modelling a 3d face can be seen from only one side) turned inside-out.
So to lower the walls, you'll have to remove the main collision cube, and cretae 5 planes - 1 for the bottom and 4 for the sides.
-
thanks for the heads up. ill relese a walled ver and a low wall ver
-
The compiler does work ;).
Anyway, the troubl with the box arena is that it is not easy to lower it's walls - the main collision part is just a cube with it's normals ("active" sides - in 3d modelling a 3d face can be seen from only one side) turned inside-out.
So to lower the walls, you'll have to remove the main collision cube, and cretae 5 planes - 1 for the bottom and 4 for the sides.
or you could lower the top plane to below the bottom plane. I don't think the GMF knows its a cube, it just knows where the vertcies are. That way you could keep all the existing planes, and just lower them.
-
ya i thought of that but for some reason it dosnt like it. ill keep trying though, sry about the long wait but its a learning thing for me. iv almost got to where i can make the GUMBA arena with out help.:)
-
It would be far and away easier to just make a new arena instead of trying to simplify the combat arena.
Just use a grape crate, delete the top two faces and corresponding Tfaces and mesh normals. Make sure to reduce the mesh face count by 2. Change Use Backface Cull to 0 (to make the faces double sided). Then give it simulation geometry of 5 in the RBCollection (sim geo of 2 doesn't work with concave objects).
It would have 8 vertices and 10 faces. Can't get much simpler than that.
-
thanks click im working on it right now. btw anyone ever noticed this before?\
*GEOMOBJECT
{
*NODE_NAME Rectangle03
*NODE_PARENT arena_display
*NODE_SHADEVERTS 0
*NODE_TM
{
*NODE_NAME Rectangle03
*TM_ROW0 1 0 0
*TM_ROW1 0 1 0
*TM_ROW2 0 0 1
*TM_ROW3 0 -2.264983 0.3027052
}
*MESH
{
*TIMEVALUE 0
*MESH_NUMVERTEX 0
*MESH_NUMFACES 0
*MESH_VERTEX_LIST
{
}
*MESH_FACE_LIST
{
}
*BACKFACE_CULL 1
*MATERIAL_REF 16777215
-
*MATERIAL_REF 16777215
[/COLOR]IMHO, it's just a wildly high number that makes sure that there's nothing to 'refer' to.
How's the arena coming? What does it look like now?
-
ok its done but i got a problem and mads looking it over so it should be out tomarrow if it all gose well.
-
ok it is done but mad wanted to tweak it a bit so i dont know when it will be realased. however in one day i had BOTH my cars break down in the same parking lot. lol im on my way to fix them right now. im sry for the delay.
-
ok HERE IT IS. thaks to Mad and spyguy for all there help.
(https://gametechmods.com/uploads/images/56684Lowlag2.jpg)
https://gametechmods.com/uploads/files/Low_Lag_2.rar (https://gametechmods.com/uploads/files/Low_Lag_2.rar)
when i try to upload to the Download list i got this. File not uploaded: File type "application/octet-stream" is not allowed. its a .rar file and is fine as far as i can tell.
-
Are there ant walls?
And does it have a preview?
-
Somebody, that IS the preview. The walls are black, and the floor is the blue vortex. Since it's a low-lag arena, there are no obstacles, just a big open floor.
That floor is actually only one of twelve I sent to Mad. The walls were originally some gawdawful mustardy-yellow color, and I told Mad flat-out if he wanted me to do a nice floor skin, then the yellow walls have gotta go .... Same color yellow as in his video against the Mace-y's Christmas Tree bot - that little six-wheeler is his "testbot" for beating up.
Mad: How would that arena look if the walls were starfields? I sent you that map, too. Good choice on the floor.
-
Mad: How would that arena look if the walls were starfields? I sent you that map, too. Good choice on the floor.
[/COLOR]
Well, I'm not sure. Interesting thought.
To save lag I did not enable the walls to be skinned, but rather the color is set in the gmf.
BTW:Those were nice 'grafts' you sent over. Thanks, from both of us.
BTW2:What's wrong with 'bug-guts yellow'. (Oops,.. sorry, CB.)
..
-
Okay, I didn't know you had set the color in the gmf. Bug-guts yellow? Yeah, that would be an appropriate name for it .... Hey, while I'm here, though, can you please show me what line in the gmf changes the colors?
Have to tell you a quick funny story about the color yellow...: My father worked for Browning-Ferris Industries (BFI, the garbage company), and one day, the guys in the paint shop were repainting one of the forklifts yellow, on the boss's orders. Now, it wasn't painted the "normal" Forklift Yellow - somehow, they got the paint mixed up, and it was repainted the yellow you see on those parking lot poles ... that bright screaming glow-in-the-dark eye-hurting yellow .... on a forklift! The paint wasn't even DRY yet when the boss came out to see how they were doing - not the boss who told them to paint it, the BIG boss, like one of the owners of the company. His exact words (well, not quite, but you'll figure it out): "Repaint that [effing] thing NOW!" Needless to say, it got repainted ....
-
i will be making a low walled arena after i get the gumba arena done i want to get this one done so that i got some gmf experiance under my belt.
-
Okay, I didn't know you had set the color in the gmf. Bug-guts yellow? Yeah, that would be an appropriate name for it .... Hey, while I'm here, though, can you please show me what line in the gmf changes the colors?
*MATERIAL_AMBIENT 0xD81E1E
*MATERIAL_DIFFUSE 0xD81E1E
*MATERIAL_SPECULAR 0xE5E5E5
the numbers after the 0x are called hexadecimals.
search on google for more codes. just remember to reverse it when you put it in the gmf. RA2 is weird like that.