
I'd Say Yes
But my jam:finished map is 4 to 0 so far.
#25286 posted by
JneeraZ on 2015/03/15 11:50:47
Building to a 32 grid sounds kind of awful.
#25287 posted by
- on 2015/03/15 14:43:01
I remember that article clearly, and took it to heart as a youngster... but now realize it was bullshit.
It's not the wider brushes, it's the clean and on the grid mapping that's making the compile faster. The original map was on a 10 unit grid. If he remade the map on 8 units it would've compiled faster as well.
#25288 posted by
JneeraZ on 2015/03/15 15:11:32
Technically, 10 is on the grid too.
#25289 posted by
- on 2015/03/15 15:33:12
True, 10 units is certainly A grid...

My Biggest Issue With UE4 =/
#25290 posted by
Zwiffle on 2015/03/15 15:40:15
#25291 posted by
- on 2015/03/15 16:07:24
Quake's arbitrary 'unit' size and the power of twos grid worked fine back in the day when everything was chunky and fudged, but it was based completely on programmer convenience rather than having a good scale for objects and that doesn't fly anymore. Especially since you don't even have to care about being on the grid in a modern engine.
Making everything into metric units makes a fuck of a lot more sense. 1 Unreal unit = 1 Centimeter. Everything can be sensibly scaled, and all sorts of physics can use real world numbers, and etc other things just work because you spend so much less time translating between real world units to Quake units that you don't get any real advantage from using in the first place!
#25293 posted by
JneeraZ on 2015/03/15 16:12:00
scampie - I mean, it could be argued that it's on a grid of 2. Which is still snapped to a grid. That's all...
#25294 posted by
- on 2015/03/15 16:21:31
True, 2 units is certainly A grid..

#25285
#25295 posted by
Kinn on 2015/03/15 16:28:03
And the name of that .map? Albert Einstein. Then everyone stood up and clapped.

Anyway
#25296 posted by
Kinn on 2015/03/15 16:37:39
Compilers don't give a Jonathan Ross about what grid the brushes are on - I imagine the main factor at work here is whether or not brushes meet each other cleanly.
#25297 posted by
JneeraZ on 2015/03/15 17:31:44
Trollolololol ... Brushes needing to meet cleanly is one of the greatest lies ever told in the Quake editing world. :)

They Don't Need To, No
#25298 posted by
Kinn on 2015/03/15 17:41:06
but back in the 90s, I would imagine it sped up bsp, as it had to do less work or something.
Or not!
#25299 posted by
necros on 2015/03/15 22:54:11
looks nicer in the editor though.

Http://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolutio
#25300 posted by
Shambler on 2015/03/16 12:11:26
Might be of interest

HahahahahahahahaHahahahahahahahaHahahahahahahahaHahahahahahahahaHahaha

WarrenM
#25303 posted by
nitin on 2015/03/16 12:27:14
when you say you are wrapping up your current home project soon, is that literally 'home' project or do you mean some more home made map goodness?
#25304 posted by
JneeraZ on 2015/03/16 12:38:03
Oh, I mean a scene in UE4
... I'm trying to get something done so I can enter the Polycount Throne Room challenge.
My fail train of bad decisions and missteps can be viewed here :
http://www.polycount.com/forum/showthread.php?t=146958
Most recent shots live here:
http://www.polycount.com/forum/showpost.php?p=2266143&postcount=90
#25306 posted by
JneeraZ on 2015/03/16 15:28:33
I hung it out like bait over the various artist tanks I frequent and they gave me several pages of feedback and suggestions for improvements.
Going to have to bang on this a little more...

Willem
#25307 posted by
Zwiffle on 2015/03/16 16:43:29
I want to go to there.
Would be great for an Oculus Rift/Vive/VR Commodore 64 emulator.

Warren
#25308 posted by
mfx on 2015/03/16 16:46:08
Great design, lovely, lovely. Now make the keyboard really dirty, like you know, pizzaboxes and empty coke and cigs all over..