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ForumsShowcase → Jedi Knight Arena: City
Jedi Knight Arena: City
2003-11-17, 4:53 PM #1
[http://massassi.net/serious/oS/jkashots/citydev3.jpg]
[http://massassi.net/serious/oS/jkashots/citydev4.jpg]
[http://massassi.net/serious/oS/jkashots/citydev5.jpg]

I haven't actually started on the arena yet, I just threw some crates in for show. Right now I'm working on the ambient background buildings.

I've used nonconvex sectors to keep performance good, which shouldn't be a problem as long as the player stays out of said nonconvex sectors.

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2003-11-17, 5:06 PM #2
cool! [http://forums.massassi.net/html/biggrin.gif]

but... question: how do concave sectors improve performances? [http://forums.massassi.net/html/confused.gif]
Do you have stairs in your house?
2003-11-17, 5:38 PM #3
Nice textures.

And I too would like to know how non-convex (concave?) sectors help performance.
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2003-11-17, 5:47 PM #4
Because JK has a rather inefficient means of visibility determination, based on adjoins, done in real-time. Extra adjoins lower framerates because the CPU is doing more work to figure out what it has to draw, and actually makes it slower instead of making it faster when there are a lot... Kind of ironic. Using non-convex sectors means you have fewer adjoins, so it can increase performance. But you just have to make sure nothing is ever going to enter the sector, because collisions don't work properly on them.

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2003-11-17, 5:50 PM #5
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Emon:
Because JK has a rather inefficient means of visibility determination, based on adjoins, done in real-time. Extra adjoins lower framerates because the CPU is doing more work to figure out what it has to draw, and actually makes it slower instead of making it faster when there are a lot... Kind of ironic. Using non-convex sectors means you have fewer adjoins, so it can increase performance. But you just have to make sure nothing is ever going to enter the sector, because collisions don't work properly on them.

</font>



You can just cheat and make the adjoin flags into the sector non-passable.

Let me just say that this technique is great for when you need high detail sectored decorations and you don't want to waste valuable adjoins (JK only traverses so many adjoins before it HOMs).

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2003-11-17, 8:34 PM #6
Looking good.

Especially that texture on the buildings in the background - ****ing fantastic.
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2003-11-17, 8:36 PM #7
Looking good.
2003-11-18, 11:18 AM #8
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Sine Nomen:
Looking good.

Especially that texture on the buildings in the background - ****ing fantastic.
</font>


Sine loves his own textures more than mine [http://forums.massassi.net/html/wink.gif]

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Half-Life 2 Central: your definitive source for everything HL2!
New! Fun removed by Vinny :[
2003-11-18, 12:33 PM #9
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Emon:
Because JK has a rather inefficient means of visibility determination, based on adjoins, done in real-time. Extra adjoins lower framerates because the CPU is doing more work to figure out what it has to draw, and actually makes it slower instead of making it faster when there are a lot... Kind of ironic. Using non-convex sectors means you have fewer adjoins, so it can increase performance. But you just have to make sure nothing is ever going to enter the sector, because collisions don't work properly on them.

</font>


Interesting... I never knew that [http://forums.massassi.net/html/tongue.gif]
Do you have stairs in your house?
2003-11-19, 2:31 PM #10
Quote:
<font face="Verdana, Arial" size="2">Because JK has a rather inefficient means of visibility determination, based on adjoins, done in real-time. Extra adjoins lower framerates because the CPU is doing more work to figure out what it has to draw, and actually makes it slower instead of making it faster when there are a lot... Kind of ironic. Using non-convex sectors means you have fewer adjoins, so it can increase performance. But you just have to make sure nothing is ever going to enter the sector, because collisions don't work properly on them.</font>


/me wishes people would write articles/tutorials with such explanations.

This level looks to be quite good (as do many of the JK Arena maps).


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2003-11-19, 2:53 PM #11
Looks good.

I would love to see more on that roof besides boxes.

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2003-11-19, 5:23 PM #12
I havent started on the arena yet. The boxes are for show.

Regarding the JK engine.. when you've got years of experience in such things, you tend to experiment for fun, and hypothesize as to how the engine works.

As for tutorials, well, JK is kind of dead these days.

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Half-Life 2 Central: your definitive source for everything HL2!
New! Fun removed by Vinny :[
2003-11-20, 3:52 AM #13
Hmm.... The flatness reminds me of a Dark Forces level... not a bad thing, it's nice in a nostalgic sorta way. [http://forums.massassi.net/html/biggrin.gif]

And that convex sector thing is interesting... Hoever, I prefer to be "legal", and just use 3dos... But I suppose it's a matter of personal preference.

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[This message has been edited by Gebohq (edited December 28, 2003).]

2003-11-20, 9:04 AM #14
No it's not. 3do's don't light properly enough.

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