Re: question about bc map
Quote:
Originally Posted by
SoyEdu
cant add new mesh on it so im stuck
Here you go new mesh...
http://oi51.tinypic.com/vr50n7.jpg
Don't know what you are doing wrong.
Re: question about bc map
yes u can add some xtra mesh, but after many changes, it will recognize only some of them, like there is a cap for faces or something else
Re: question about bc map
As you know, I'm the opposite where code and 3D are concerned... but I believe there is a limit for any mesh in PT.
Most maps seem to be compiled to no more than a 5½Meg smd, and that is how it is stored in memory. (I expect the limit to be somewhere around that amount, but I haven't found the memory allocation which occurs before loading the asset into that memory)
I would suggest you try working the other way around, and see what you can get away with deleting from the map before PT won't recognise it. If you can narrow that down enough, you may find out what needs to be in a completely blank castle.ase and work from that. Even if you can't pin it down that much, you can learn if removing meshes (siege weapons for example) will allow you to place new meshes on the map in their place. (--- EDIT --- I should say, "Instead of")
Good luck.
Re: question about bc map
You can always change "top"/places where player will never go/touch of map into stage animation .smd or load 2, 3 or more maps with same coordinates.
Re: question about bc map
I'm curious as to whether a map gets loaded when its centre (which is where the co-ordinates are taken?) is within a certain range of a player, or only when one extend (edge of map) becomes within range.
For example, if you split Bless into 9 maps in a 3 by 3 grid, set the co-ordinate of each map correctly so that they interlock... would this work? How does it affect memory consumption?
Re: question about bc map
Quote:
Originally Posted by
bobsobol
I'm curious as to whether a map gets loaded when its centre (which is where the co-ordinates are taken?) is within a certain range of a player, or only when one extend (edge of map) becomes within range.
Map can load another map when you go to that map/login on than map. Look at Ricarten for example, it load fore-1 at start.
You can load it at certain range, but in this case you don't do that.
Quote:
Originally Posted by
bobsobol
For example, if you split Bless into 9 maps in a 3 by 3 grid, set the co-ordinate of each map correctly so that they interlock... would this work? How does it affect memory consumption?
It will work but 9 is a big number;lets down it to 2 (2 times more polygones to use); you go to that map and 2 fields are loaded. I don't know what will happen when you step on map that is not BC (33) (it might remove your BC overlay/it might not... this need test), but you can force BC to be on 2 maps at same time.
AS for memory consumption, 2 times more or in your case 9 times more of what BC took (PT might unload one of the files if its 3 or more, not sure now I forgot it, I think I could be fooled by one map is loading another and so on).