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#1

The Limits?

Archive: 8 posts


I've been trying to pay close attention to all the level editing videos and articles but I think I must have missed something. I know there is a limit to how much you can do to a level but on one video, I wish I had the link, level editing was being demonstrated. The MM guy was showing the gauge that shows you how close to full your level is. He chose one type of material and made some random blocks and junk. I noticed the jump on the "thermometer" but it didn't seem to move much as he placed his random junk into the map. When he selected another material the guage noticeably jumped.

If you guys have any info or if I missed it somewhere let me know. I'm guessing that once a material is chosen and used you can do just about anything with it, possibly even filling the map []. The problems come when you try to use just about every material [or just a bunch of them] at once.
2008-08-13 23:40:00

Author:
docpac
Posts: 601


yeah people have spoke about this before. not worried too much about the limits at the mo as in an interview recently Alex Evans said that all of the levels they have made fits within the same limits we will have. so shouldn't be too restrictive2008-08-14 00:24:00

Author:
dorien
Posts: 2767


It probably has to do with the number of interactions on screen before it starts to slow down. And each primitive you put on the map is only shared by vector points and small bits of code to identify an item. then the system turns it into what you see on screen, to reduce loading times over the network so as you make one HUGE item it only counts as one point on the map but when you make alot of them thats alot more vector points to render, thus making the thermometer go up more at a time, get what im saying? thats the best i can explain it2008-08-14 00:28:00

Author:
Gondito
Posts: 1082


Everything thats been said, and you've also got to remember that that video was a very early build, and it could also be a small crater.2008-08-14 00:38:00

Author:
Maltay
Posts: 2073


Ah, I get what you guys are saying. Thanks for the info. So one huge block is still one item, perhaps even with a few chunks removed and the craters vary in size so you can choose to create a small map or a large. Thanks again.



Do you guys know the filesize limit? I remember they mentioned the approximate size but I don't recall. Wasn't it something like 500k?
2008-08-14 01:11:00

Author:
docpac
Posts: 601


Ah, I get what you guys are saying. Thanks for the info. So one huge block is still one item, perhaps even with a few chunks removed and the craters vary in size so you can choose to create a small map or a large. Thanks again.



Do you guys know the filesize limit? I remember they mentioned the approximate size but I don't recall. Wasn't it something like 500k?

200k - 400k
2008-08-14 12:32:00

Author:
DrunkMiffy
Posts: 2758


I'm not too worried about the limits. Looking at the videos you can be pretty sure you're able to make what you want, one way or another.2008-08-14 12:57:00

Author:
Linque
Posts: 607


It probably has to do with the number of interactions on screen before it starts to slow down. And each primitive you put on the map is only shared by vector points and small bits of code to identify an item. then the system turns it into what you see on screen, to reduce loading times over the network so as you make one HUGE item it only counts as one point on the map but when you make alot of them thats alot more vector points to render, thus making the thermometer go up more at a time, get what im saying? thats the best i can explain it

****... that's the smart way to explain it. Probably makes more sense than the way I've explained it in the past.

The jump is for that particular material. Once that material is down, you could make the whole level a solid block of the same material and the thermometer wouldn't move because it only has to load that material once. Same with types of motors/logic pieces, as you saw in that vid.

If you want your level to include cardboard, wood, metal, sponge, bubble wrap, fire, ice, electricity, dark matter, and that weird hacky sack stuff, you'll sooner run out of space than someone who can improvise with fewer material types.

At least, that's how I understand it.

OqNSnbyZNu0
2008-08-14 14:40:00

Author:
1000101
Posts: 192


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