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Limits on floor and ceiling height?

 
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sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Sep 27, 2009 19:46    Post subject: Limits on floor and ceiling height? View user's profile Send private message Reply with quote

Is there a limit on how tall a room can be or how deep a pit can be? I just created a cliff that falls from 0 height to -300 height, and it doesn't seem even near as deep as when I had it set to -128. Also, I could have sworn I saw the cliff I fell off of halfway through the fall, as if jumping off had deposited me high above the cliff. Is this some kind of freak accident or does DF just not know how to handle that kind of height?

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Sep 27, 2009 21:58    Post subject: View user's profile Send private message Send e-mail Reply with quote

I don't think so. Pits and skies should extend 100 units below (or above for skies) your floor/ceiling level.

Don't forget you accelerate as you fall, so the further you fall the faster you will fall, and the more distance you will cover in a shorter period of time. So doubling a drop from 200 to 400 units will not take twice as long to fall through.

I think.

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sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Sep 27, 2009 23:31    Post subject: View user's profile Send private message Reply with quote

I changed it back to -128 for now. The other strange thing it was doing at -300 was that the cliff's walls disappeared completely until I hit the bottom.

Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Sep 27, 2009 23:45    Post subject: View user's profile Send private message Send e-mail Reply with quote

Yes there is a limit, not sure what it is, but there definitely is. I had a lot of height restriction issues when making Dark Tide IV.

DF4GL4ever
Gamorrean

Joined: 15 Apr 2004

PostPosted: Sep 29, 2009 02:47    Post subject: View user's profile Send private message Reply with quote

I made a room -9000 to 9000 but the HOM is the main issue there...

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Sep 29, 2009 03:31    Post subject: View user's profile Send private message Reply with quote

DF4GL4ever wrote:
I made a room -9000 to 9000 but the HOM is the main issue there...


Seriously, it worked? Strange. It might have been a different problem in my case then. I'll have to experiment later.
Anyway, I won't worry about it now, since DarkXL will be capable of running my level by the time it's finished, with or without the extended features.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Sep 29, 2009 08:14    Post subject: View user's profile Send private message Send e-mail Reply with quote

DF4GL4ever wrote:
I made a room -9000 to 9000 but the HOM is the main issue there...


Why in the hell would you need a room that tall?

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Nottheking
Kell Dragon

Joined: 29 Sep 2003

PostPosted: Oct 02, 2009 23:29    Post subject: View user's profile Send private message Reply with quote

I believe there's a wall height limit of around 200-300 DF units. Beyond that, you'll get the problem that it will HOM when looking at most elevations.

If you want a super-deep death pit, I'd recommend making it a teleporter to another cell. Potentially, you could make the destination wall-free. If so, then you don't ever have HOM issues to worry about, and can make the height arbitrary.

For instance, Assassinate Darth Vader has a death shaft with a height of 9999; it's where the garbage compactor sends you.

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Barry Brien
Dark Trooper Phase 1

Joined: 26 Sep 2003

PostPosted: Oct 03, 2009 15:29    Post subject: View user's profile Send private message Send e-mail Reply with quote

In Jedi Knight I used to love cheating to get to the very top of the Imperial Tower in Baron's Hed and then jumping off. It took about 10 seconds to hit the ground, great fun.

sheepandshepherd
Trandoshan

Joined: 01 Apr 2008

PostPosted: Oct 03, 2009 16:35    Post subject: View user's profile Send private message Reply with quote

DUDE I did the same thing! I have similar things planned for Interloper II - a city with a big tower in the middle. Never would be possible without DarkXL, of course.

As for Nottheking's idea: is that what Lucasarts did for the Nar Shaddaa level? IIRC, the wall-less sector you fall into then has gas to make sure you die . . . It's a good idea, and I'd use it if it weren't for the fact that one side is a cliff and needs a wall to be realistic.

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