Difference between revisions of "Using kits"

45 bytes added ,  21:19, 12 April 2009
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→‎Mixing kits: clarifying a little.
imported>DewiMorgan
m (→‎Kit capabilities: typo fixes)
imported>DewiMorgan
m (→‎Mixing kits: clarifying a little.)
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Avoid this where you can, partly for performance reasons. Different kits have different lighting needs, different sound settings, and so forth, to make them convincing. Also, they have different textures and meshes, of course, and it makes sense to load only the resources for the area the player is currently in.
Avoid this where you can, partly for performance reasons. Different kits have different lighting needs, different sound settings, and so forth, to make them convincing. Also, they have different textures and meshes, of course, and it makes sense to load only the resources for the area the player is currently in.


There are other reasons, too: the player's local map becomes nonsense, so it's unfriendly to the player. Then there are technical issues: creating and tweaking your navmesh, and placing items, becomes a lot harder with a two-level map; you may also find that the kit you want to use on the bottom floor is too tall, given the height of your stairs, and its ceiling would clip through the floor of the rooms above. Even if the kit pieces themselves don't clip, clutter that you sank into the floor of the upper rooms may poke through the ceiling of the cellar, or wires from lightfittings in the cellar might reach up into the rooms above.
There are other reasons, too: with multiple levels, the player's 'local map' in the GECK becomes nonsense, so it's unfriendly to the player. Then there are technical issues: creating and tweaking your navmesh, and placing items, becomes a lot harder with a two-level map; you may also find that the kit you want to use on the bottom floor is too tall, given the height of your stairs, and its ceiling would clip through the floor of the rooms above. Even if the kit pieces themselves don't clip, clutter that you sank into the floor of the upper rooms may poke through the ceiling of the cellar, or wires from lightfittings in the cellar might reach up into the rooms above.


So it is very often better, for the player, for optimisation, and for preventing designer headaches, to have a static teleport door between two areas, with each one being in a separate cell. This is especially true where they are on separate levels.
So it is very often better, for the player, for optimisation, and for preventing complications for designers, to have a static teleport door between two areas, with each one being in a separate cell. This is especially true where they are on separate levels.


In the example given - a house and its basement - very little advantage is gained from having a regular door. The player can't typically see from a basement room, up the stairs, to a room upstairs.
In the example given - a house and its basement - very little advantage is gained from having a regular door. The player can't typically see from a basement room, up the stairs, to a room upstairs.
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