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ForumsJedi Knight and Mysteries of the Sith Editing Forum → All Sectors Always Rendered
All Sectors Always Rendered
2005-06-14, 10:11 AM #1
Is it possible to have every sector in a level always rendered, even if you can't see that sector? I would like to know how to do this, if possible. The level would be fairly small, so fps shouldn't be an issue.
2005-06-14, 1:25 PM #2
No expert on this, but I have a guess...

Make all sectors adjoined to one another. If too far apart, add an extra in between.

/Edward
Edward's Cognative Hazards
2005-06-14, 4:26 PM #3
They can't all be adjoined, not for what I'm trying to do.
2005-06-14, 6:08 PM #4
Maybe if you set every surface to render past adjoin? I dunno thats just a guess.
Aquapark - Untitled JK Arena Level - Prism CTF
2005-06-14, 6:18 PM #5
Quote:
Originally posted by Zojombize
Maybe if you set every surface to render past adjoin? I dunno thats just a guess.


No, that won't work for what I'm trying to do either. I know its somewhat specific, but there's a certain effect I'm trying to achieve.
2005-06-14, 8:21 PM #6
In order to render a sector, it or part of it has to be in view of the camera.
-Hell Raiser
2005-06-15, 4:41 AM #7
You could try something like GBK's flickering cog. Something like this:
Code:
# The playerflicker cog

symbols

template ghost_tpl=+ghost local

thing orig_pos local
thing ghost0
thing ghost1
...

message pulse
message startup

end

code

startup:
   Sleep(1);
   SetPulse(1);
   Return;

pulse:
   orig_pos = CreateThing(ghost_tpl, GetLocalPlayerThing());
   TeleportThing(GetLocalPlayerThing(), ghost0);
   TeleportThing(GetLocalPlayerThing(), ghost1);
   ...
   TeleportThing(GetLocalPlayerThing(), orig_pos);
   Return;

end

Aside from the semantic problems (it probably won't work at all), there might also be syntactic issues (parameter sequence, etc.).
Yeah, I just wrote it because I was extremely bored. Sue me.
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-06-15, 9:15 AM #8
Quote:
Originally posted by Hell Raiser
In order to render a sector, it or part of it has to be in view of the camera.


So all sectors in view of the camera are always rendered? What about a solitary sector that is adjoined to no other sectors... I'm pretty sure that wont be rendered by default, and I'm looking for a way to force it to be rendered.
2005-06-15, 11:48 AM #9
I think he meant "that is declared visible by the portal engine's visibility algorithm". That would exclude unadjoined sectors that don't contain the camera.
If you explained your intentions, we might be able to achieve the goal via a different approach...
"Häb Pfrässe, süsch chlepfts!" - The coolest language in the world (besides Cherokee)
2005-06-15, 6:07 PM #10
I have a question. If you can't see it, how will you know if it's rendered?
Sam: "Sir we can't call it 'The Enterprise'"
Jack: "Why not!"
2005-06-15, 8:03 PM #11
Maybe he's trying to make a lag-mod -- a hotkey that controls lag. Press it once, lag skyrockets... press again, goes back to normal
:p
May the mass times acceleration be with you.
2005-06-15, 8:40 PM #12
Quote:
Originally posted by Darth Slaw
Maybe he's trying to make a lag-mod -- a hotkey that controls lag. Press it once, lag skyrockets... press again, goes back to normal
:p

That's not too hard to do, just create tons of things (like 1 per sector in a for loop), give each about 1 second, then destroy them. That'll make tons of lag. =D

QM

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