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Multi-level city


els_lost

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Ok, so for a while now I've been working on actually building a multi-leveled city of my own...

Still have to do the majority of the exterior work (not even to mention the interior) including the landscape (mountain shape), lighting (torches and other lightsources) and one or two more layers (the actual city parts and sidewalks overall). Will probable have to retexture a majority of it as well...

Few wow, it's probable easier to say what I have done which is the exterior of the top 3 layers. Which, for a big part, is done (outside of detailing).

 

So now for the screens.

 

NOTE: All of this is still subject to change.

 

The current top - Still have to edit the actual ground (which I'll do after getting the final shape), so yes the ground is partially missing, yes it will change...

http://img363.imageshack.us/img363/5774/topxn1.jpg - 500x375/135kb

 

The view

http://img291.imageshack.us/img291/2851/viewdo4.jpg - 500x375/82kb

 

Another couple of screens

This one mostly to show some of the structure of the city. Never mind the wall on the right, I have yet to make the parts fit together.

http://img363.imageshack.us/img363/5186/dropvb3.jpg - 500x375/105kb

 

Because, well...

http://img363.imageshack.us/img363/867/thinguq4.jpg - 500x375/128kb

http://img393.imageshack.us/img393/4866/ga...y23courtzp9.jpg - 500x375/133kb

 

And some of the gates between the layers...

http://img393.imageshack.us/img393/3511/gateway23ajk9.jpg - 500x375/119kb

http://img393.imageshack.us/img393/8618/gateway23bzf6.jpg - 500x375/307kb

http://img393.imageshack.us/img393/1589/gateway34ft1.jpg - 500x375/121kb

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Thanks...

Hmm, odd though, since they are (while the size of each varies) half the size on my computer while the actual size of the picture is bigger...I'll re-up them in a little while and hopefully the size will be compressed a lot more

 

Edit:

Ok uploaded new pictures (first post), from the 800x600 .png to a 500x375 .jpg

So the quality is lower but it reduces the size significantly.

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You might want to ask Vagrant about what problems to expect if a riot starts. He was doing some sort of multitiered-combat zombie apocalypse thing a while back. Don't remember which obstacle was the problem, but I believe he had combat working.

 

Ok, searched, spawning was the problem, AI was fine.

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You might want to ask Vagrant about what problems to expect if a riot starts. He was doing some sort of multitiered-combat zombie apocalypse thing a while back. Don't remember which obstacle was the problem, but I believe he had combat working.

 

Ok, searched, spawning was the problem, AI was fine.

Well, not exactly. Depending on how he's linking the gates, there may be some issues. It seems that NPCs don't like using doors (or rather can't) when one door leads to another within the same worldspace (setting up subspaces doesn't help). Basically you need an interior between the two, and need to have NPCs without "no low level processing" checked to be able to have them transition between the two levels. Naturally, if you're using a new worldspace for each level, this isn't an issue, but instead you have others.

 

As for the riot example. I was using copied Skeletons, which is a bit of a different story compared to NPCs. If you have more than 8-10 NPCs in the loaded area, doing anything, their responses to whatever is happening will go down significantly for each additional NPC. In some cases you can get away with more than that if they're duplicated NPCs (guards which are a single definition in the CS), but eventually you will run into this sort of situation.

 

As far as seperating the tiers so that NPCs from the upper levels aren't reacting to a crime on the lower levels, you might want to use large subspaces at each tier to keep things seperated. You can also use these subspaces for scripting purposes later should you ever need to know which tier an NPC was on.

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