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Issue 6: Green Hills Map
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Project Member Reported by srpli...@gmail.com, Jan 31, 2010
Ive made a new map, it was some what quick and lacks direction, however it
will be a nice change of pace from the usual desert thing.

Im using a new version of C4D so im not sure if the normals are the right
direction, if things dont look like the attatched images then let me know
so i can flip the normals.

I thaught that If we made the "playable Space" inside the ring of hills. If
Unity supports Bloom then having it on the sky outside would add a spiffy
effect to the map. Also the bottom should be water.
Any problems lemme know.
Green Hills.jpg
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Green Hills2.jpg
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Jan 31, 2010
Project Member #1 srpli...@gmail.com
(No comment was entered for this change.)
Cc: robojoos
Jan 31, 2010
Project Member #2 roboj...@gmail.com
err... unity AND blender are totally not liking it.

Unity imports it as three bajillion mesh objects, each with its own (unassigned) 
material.

Blender sees it as one object, with three materials, all of which are not on the 
correct surface. One is like all the upper pieces (like the whole pad, not the green 
parts), one is all the lower pieces (just all the smaller, lower ones), and one has 
nothing assigned to it.

I think you just need to join them all and turn them into mesh objects (cause unity 
imports them with the name "nurbs").
Jan 31, 2010
Project Member #3 roboj...@gmail.com
or, just export the green parts as one mesh object, and the cliff sides as another mesh 
object, cause the uv mapping SEEMS okay (though not consistent.)
Feb 1, 2010
Project Member #4 srpli...@gmail.com
OK I combined them into one mesh. they still render out fine so hopefully this works.
Its called Green Hills2.obj in the maps folder.
Feb 1, 2010
Project Member #5 roboj...@gmail.com
well, I got it working, but bad news:

If I turn on 'generate colliders', which is what is required to actually collide with 
it, FPS drops down to like 12. Which is not good considering I'm pretty sure it was a 
lot more before. We are thusly going to have to either

A) make a less complex map boundary
B) make a separate, invisible, not as complex model that is the collision (like just 
a bunch of cubes instead).
Feb 1, 2010
Project Member #6 srpli...@gmail.com
Without the collision box's, the FPS is fine?
Feb 2, 2010
Project Member #7 roboj...@gmail.com
yeah
Feb 2, 2010
Project Member #8 roboj...@gmail.com
Hills not in map : ~28 FPS
hills in map, no collision : ~25 FPS
hills in map, collision : ~11 FPS
Feb 2, 2010
Project Member #9 srpli...@gmail.com
Add the map to the game without collisions, I want to see how it feels and then I may
have some solutions for you. In the mean time im looking up ways to delete all the
polygons that willnot be seen while in the pit.
Feb 2, 2010
Project Member #10 roboj...@gmail.com
Idea: the lower 1/4 of the pit we optimize as much as possible, and make it a separate 
object with collisions. The upper 3/4 we just make out of bounds (bounds is kind of a 
cone shape, top is at the very top of the whole thing); Make that part not have 
collision.
Feb 7, 2010
Project Member #11 Techerci...@gmail.com
Wow tink, is that your map or G3njo's? It's absolutely beautiful. It's so pretty, in
fact, that It's lagging my computer into the ground despite its 4G of RAM. Is there a
way to turn down the graphic intensity of the water effects? I think all those
reflections might be doing it.

Also, there are some holes in the bottom where you can fly out of the map.

Here's an idea cerebrate, could you make an effect for the boards where getting close
to water (or theoretically anything) causes them to be pushed away from it? It would
make it harder to crash when flying level, and you could even include some really
nice wave effects later on.
Feb 7, 2010
Project Member #12 Techerci...@gmail.com
(No comment was entered for this change.)
Cc: Techercizer
Feb 7, 2010
Project Member #13 srpli...@gmail.com
Its my map tech.

As far as the holes go we know about them, we are currently looking into a way to
make the map less taxing.

Cerebrate. Do you know of a away to select all the polys that are visible to the
player, and delete the others? 

I also think that we will not need a collision map for the cliffs. The inside of them
is large enough for me to put some extra parts coming out of the water to make it fun.
Feb 7, 2010
Project Member #15 Techerci...@gmail.com
Well damn tink, that's a really, really awesome map. You probably already know how
awesome it is, but I still feel like trying to put into words how good it looks...

Damn proxy settings and their double-posting...
Mar 2, 2010
Project Member #16 srpli...@gmail.com
Ive been thinking, we should try and make the middle of this map as interesting as
possible, then we can get rid of the collision map on the hills and make them out of
bounds.
Mar 2, 2010
Project Member #17 Techerci...@gmail.com
I don't know, I felt that the hills provided an interesting dimension to the
gameplay; you could dive in between the ledges to lose missiles and pursuers.
Mar 2, 2010
Project Member #18 roboj...@gmail.com
not entirely, as many of the pads are fairly huge now and take a while to traverse, as 
the speed has been slowed down. I do think I should still leave on of those caves open, 
just for the hell of it.

But yes, making the center more interesting would probably be a good idea, and greatly 
help in the performance area I think.
Mar 2, 2010
Project Member #19 Techerci...@gmail.com
Average lift speed is down, yes, but boost speed remains quite high, and fuel
regenerates quite quickly.
Mar 2, 2010
Project Member #20 srpli...@gmail.com
Cave idea is good. Lets brain storm on things to put in the middle. Off the top of my
head is spires (somewhat like whats already there but with a rock to grass texture)
wreckage of military ships, sunken city?
Mar 2, 2010
Project Member #21 Techerci...@gmail.com
A sunken city really doesn't sync with the Lift atmosphere or the pastoral nature of
the map in my opinion; we could have little rocky islands or some sort of scub
growth-explosion? I like the idea of keeping some tunnels, and I think that adding a
system of side-canyons would be a great opportunity for some gorgeous scenery and
interesting gameplay.
Apr 2, 2010
Project Member #22 roboj...@gmail.com
Just updating cause you said you were working on the lobby.
Summary: Green Hills Map
Status: Started
Cc: -Techercizer
Labels: -Priority-Medium -Type-Task Priority-High Type-Enhancement Component-Maps Milestone-ImStillAlive
Apr 7, 2010
Project Member #23 srpli...@gmail.com
What happend to the sky fish? can we get them back?
Apr 7, 2010
Project Member #24 Techerci...@gmail.com
Hey, maybe that's what reduced my lag. Also: the sky fish models sucked.
Apr 7, 2010
Project Member #25 srpli...@gmail.com
they could be triangles with a green texture and still look good, I think the models
looked great, when can we get them back in?
Nov 8, 2010
Project Member #26 roboj...@gmail.com
map is done effectively. closing this issue.
Status: Completed

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