Difference between revisions of "Gridwork"
From Platinum Arts Sandbox Free 3D Game Maker
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3 - Size to hollow buildings, making doors, windows, wall thickness, | 3 - Size to hollow buildings, making doors, windows, wall thickness, | ||
2 - default size for planks, details, borders | 2 - default size for planks, details, borders | ||
− | 1~0 - Details only, you should NEVER ever create buildings with it | + | 1~0 - Details only, you should NEVER ever create buildings with it <br> |
− | + | ||
Cause we want to avoid Lagness (WTR) | Cause we want to avoid Lagness (WTR) | ||
WTR gives back the number of polygons in your map in k (k = kilo = 1000) | WTR gives back the number of polygons in your map in k (k = kilo = 1000) | ||
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===Leo_V117=== | ===Leo_V117=== | ||
+ | *Leo_V117, from the Sandbox forums, also has a form of Gridwork Rules, found on [[Tips on Making a Good Map]]. | ||
+ | <code><font size=2> | ||
+ | Uniform your mapping. Buildings always seem to light better if: | ||
+ | You plan them with a grid size of 4. Create a decent floorplan out of a decent texture. | ||
+ | Create doors at 3 in height and 2 in width using a grid size of 3. | ||
+ | Windows are 2x2 grid size of 3. | ||
+ | Stairs are 4x1 grid size 2. | ||
+ | Walls are 1x grid size 2 in thickness. | ||
+ | </font></code> |
Latest revision as of 13:40, 3 June 2012
Gridwork?
- Gridwork is a term used to describe properly using the grid and gridsizes to create buildings and such in Sandbox in a way that is proportionally realistic and also doesn't cause major issues later on.
Gridwork Rules
MisanthropX
- These rules are from "MisanthropX", a member on the Quadropolis forums.
default gridsizes we need: 12~9 - only for copy big parts,like 1 part of a ctf map, not for real editing though 8~7 - for copying smaller parts of the map, like houses, terrains etc 6~5 - for building the Main layout, and making buildings, roofs etc, mountains, materials 4 - default size for Crates, Terrain Size, materials 3 - Size to hollow buildings, making doors, windows, wall thickness, 2 - default size for planks, details, borders 1~0 - Details only, you should NEVER ever create buildings with it
Cause we want to avoid Lagness (WTR) WTR gives back the number of polygons in your map in k (k = kilo = 1000) think about like Lagness in Percentage, your map should have not more then 100k (%) WTR more then 100k causes lag, on good computers maps can have up to 200k~300k wtr but because Sauerbraten is a platform for poor computers too try to make it 100k for example Urban_C got 56k WTR, so it wont lag
- and as later stated by RaZgRiz:
Learn when its safe using a different gridsize than the one selected to make a change without ruining the selected area. I rely on you to expand this ^^
Leo_V117
- Leo_V117, from the Sandbox forums, also has a form of Gridwork Rules, found on Tips on Making a Good Map.
Uniform your mapping. Buildings always seem to light better if: You plan them with a grid size of 4. Create a decent floorplan out of a decent texture. Create doors at 3 in height and 2 in width using a grid size of 3. Windows are 2x2 grid size of 3. Stairs are 4x1 grid size 2. Walls are 1x grid size 2 in thickness.