MvM entity limit count

Discussion in 'Mapping Questions & Discussion' started by Kill_the_Bug, Oct 26, 2012.

  1. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Hi,

    Never done one of the MvM maps yet - but have been thinking of doing a MvM map and calling it MvM_Rapture and making the map a Bio Shock themed map.

    This style of map would have to use func_fishpool outside of the glass tunnels but they are a real entity hog - yes one entity for the func but the fish are a sort of sub entity - like in game projectiles.

    If I was going to do this sort of map - what shold I limit my entities ratio down to i.e. Playability vs. Looking good and the overall total.

    Thanks
     
  2. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    Actually, there aren't that many fish outside the glass of bioshocks buildings. Perhaps you could get a couple of scaled down fish cluster models to swim around in a 3D skybox via path_tracks.

    Now that we're at it, if you need some bioshock models, i might be able to provide. I have about 8 GB of decompiled bioshock models lying about. Note that they still have the bioshock textures tho, and you'll have to remake those for tf2 yourself.
     
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  3. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    Wow 8 GB!! Fantastic!

    For those Models would it be a case of opening them up in hammer (propper) applying the textures then exporting a final model?
     
  4. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    Opening them in hammer?.. Impossibru. They are models extracted directly from bioshock itself.

    What i'd need to do is to import them into 3Ds max, after which i would need to scale them and compile them directly to source format with wallworm.
     
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  5. Pocket

    aa Pocket func_croc

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    Let me know how that goes. I got that far as well myself before realizing they don't have collision meshes, and Wall Worm's automatic generation thingy isn't very good (and might have compatibility issues with these models in particular; it's been a while). One of these days I really ought to set aside some time to teach myself 3DS Max so I can make some new collision meshes from scratch.
     
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