Difference between revisions of "Bethsoft Tutorial Optimization"

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[[Category:Solutions]]
[[Category:Tutorials]]
[[Category:Building_and_Editing]]
[[Category:Building_and_Editing]]
[[Category:Getting Started]]
[[Category:Getting Started]]
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<blockquote>
<blockquote>
The boxes '''"A"''' and '''"B"''' in the diagram represent two Room Markers.  The black dot is the player, and the shaded triangle illustrates the player field of view.  Because the player is within Room Marker '''"A"''', any objects contained within '''"A"''' will render.
The boxes '''"A"''' and '''"B"''' in the diagram represent two Room Markers.  The black dot is the player, and the shaded triangle illustrates the player's field of vision.  Because the player is within Room Marker '''"A"''', only objects contained within '''"A"''' will render.
</blockquote>
</blockquote>


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<blockquote>
<blockquote>
In the diagram to the right, the orange line labeled '''"a"''' represents a portal linking Room Markers '''"A"''' and "'''B"'''.  The portal '''"b"''' represents a portal to the the unbounded area.
In the diagram to the right, the orange line labeled '''"a"''' represents a portal linking Room Markers '''"A"''' and "'''B"'''.  The portal '''"b"''' represents a portal to the the unbounded area.
Because the '''a''' portal is within the player's field of view, the contents of both '''"A"''' and '''"B"''' will render.  Because portal '''"b"''' cannot be seen by the player, objects beyond it will be occluded/not render.
Because the '''a''' portal is within the player's field of view, the contents of both '''"A"''' and '''"B"''' will render.  Because portal '''"b"''' cannot be seen by the player, objects beyond it will be not rendered (occluded).
</blockquote>
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Now we have two portals, one lined up and another off to the side. We need to attach these portals to the room markers. First, let's line up the portal that we put off to the side.   
Now we have two portals, one lined up and another off to the side. We need to attach these portals to the room markers. First, let's line up the portal that we put off to the side.   


Move it to the doorway between the vault enrance room and the hallway, as shown in fig 5a.  You'll need to rotate it. You can toggle Snap Rotation on and rotate it that way or you can freely rotate it and change it's rotation properties by hand. But rememeber, portals need to be flush with room markers.  Your portals will most likely have a Z rotation of 0, 90, -90, -180, or 180.
Move it to the doorway between the vault entrance room and the hallway, as shown in fig 5a.  You'll need to rotate it. You can toggle Snap Rotation on and rotate it that way or you can freely rotate it and change it's rotation properties by hand. But remember, portals need to be flush with room markers.  Your portals will most likely have a Z rotation of 0, 90, -90, -180, or 180.


You'll notice that my portal still has a white line pointing to the cave room marker.  Don't worry about that now, we'll take care of that in a bit.  Right now, we need to scale our portal to fit the doorway.  Go ahead and scale yours if you haven't done so already.  Compare your portal to the one in 5b. (I've hidden the vault door so you can see my portal dimensions easier).
You'll notice that my portal still has a white line pointing to the cave room marker.  Don't worry about that now, we'll take care of that in a bit.  Right now, we need to scale our portal to fit the doorway.  Go ahead and scale yours if you haven't done so already.  Compare your portal to the one in 5b. (I've hidden the vault door so you can see my portal dimensions easier).
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image:jbrowne_Optimize_Step05f.jpeg|Fig 6b: Two links from the portal to adjacent  
image:jbrowne_Optimize_Step05f.jpeg|Fig 6b: Two links from the portal to adjacent  
image:jbrowne_Optimize_Step05g.jpeg|Fig 6c: White links show that our rooms/portals are all linked
image:jbrowne_Optimize_Step05g.jpeg|Fig 6c: White links show that our rooms/portals are all linked
image:Optimize_AddendumImg01.jpg|Fig 6d: Using CTRL+C and selecting all portals is a useful debugging view for optimization
image:Optimize_AddendumImg01.jpg|Fig 6d: Using SHIFT+C and selecting all portals is a useful debugging view for optimization
</gallery>
</gallery>


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</blockquote>
</blockquote>


<blockquote>WARNING: Havok physics and the room markers do not play well together. Avoid placing Havokable objects near portals that they might be knocked through.
'''[If an object is in, say, room A, then drawing of that object is restricted to people who are in room A, or who can see the object through a portal to room A. If the Havok engine causes the object to move (because the player picked it up with the Z key, or an explosion threw it) then the object will continue to be drawn so long as the object is in the motion under the control of the Havok system. However, once the object comes to rest, it is passed back to the normal renderer, and is once again drawn only for people in room A... even if it is now in room B. If you are in room B, with the object, it will be invisible to you.]'''</blockquote>


[[Bethsoft_Tutorial_Lighting|<<<BACK]]'''|---|[[Bethsoft_Tutorial_Finalize_and_Connect|NEXT>>>]]
[[Bethsoft_Tutorial_Lighting|<<<BACK]]'''|---|[[Bethsoft_Tutorial_Finalize_and_Connect|NEXT>>>]]
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