2010-02-10, 06:14 PM
Alot of people (including myself) are wanting to add more custom map pieces to SoM games and not just reskinning the old ones. I have spent alot of my time researching, what som can and cannot do. I am writing this list of rules for map pieces, to help other people avoid some time consuming mistakes that I made in the past month.
(1) First thing to remember is that map pieces are very different from objects and items in EVERYWAY.
To help keep this in perpective, I will tell you just what the differences are between the two and why you must follow these rules. By trial and error I have made notes that should help others make nice looking effective map pieces in either blender or Metasequoia.
(2) Size MATTERS. for objects and items you have a little creative freedom to build because som can handle any object or multple objects up to 12,500k in size. However try to keep customs down to a size of LESS than 9,000k and do not put too many high poly count objects in one place to avoid to avoid possible slowdowns, unless you have a strong graphics card installed, and you assume that everyone else who plays your title will have a strong card as well. Som Draws your map pieces in full and stores it as ram, so since SoM was built in 99 (released in 2000) the average computer had 64 megs of RAM during that time. So SoM was only allowed to have very little allotacated to it. (Don't know the exact number I'm sure JDO or Holy Diver would have that info if anyone needs it.) so to make a long story short, MAP pieces are limited to a VERY low poly count and I mean low.. The size limit is LESS than 500k or 1,500 polys give or take a few. However in my test pieces up to 500k have NO slowdown so build to that level only, any higher will make SOMDB.exe DIE AND CRASH.
(3) KEEP IT SIMPLE with the above section in mind, Keep your map pieces simple and sweet. Use planes as much as possible, and delete any unused vertices and points or combine the mesh , after you complete the model. I mean why make SoM work harder than it needs to. If your making indoor pieces, remove sides of the model that won't be seen , once again, SoM draws everything at once, so if its not seen ,it's not needed. Rely on your textures to give the piece life, not complex models.
(4) THE BLACK RULE... As most of you already know for objects and items don't like BLACK. Black is transparent, anyone that worked with textures knows about holes because of black. However, Map pieces do not adhere to that rule. (mainly for shadows to be added). With that in mind, you can NOT use black to add illusions such as a single plane with a grass texture attached to it. The Black will be seen and will be ugly. I know this because that is what I tried to do.
(5) LIGHTING.... Textures and lighting for map pieces is different from objects and items,like objects do NOT rely on SoM's primative lighting sceme to give depth or perception. for map pieces you must add any shadows that you want visable, with that in mind, you may need clone pieces with different shadows. IE if you plan on building a hidden area, you must make a clone of you doors archway WITH shadows on the floor or the lack of shadows under the door will be a huge TELL and ruins the effect. Do not try to build map pieces with textures used in objects, for once again the lighting differences will be another tell.
(6) Lastly, one personal tip.....When building a set of complex map pieces, think of the big picture.... IE when making a new outdoor set, and you want a hill effect, like the .5 or 1.0 slopes. Building one piece at a time can leed to pieces that dont line up and give holes, so make flat plane that is 9mx9m (or 3x3 in map piece size) Shape the whole hill with bumps and curves, or how you want it, THEN split the model in to 9 parts, at the 2m lines and BAM you have made 9 map parts at once that will 100% line up no matter how it is shaped, and then lable your set with numbers 1 to 9 for ease in placeing:)
Hope this guide helps anyone who is thinking about making custom map parts(not just reskinning them) If I left anything out, I am sorry, but I think this covers all the key points to remember in making map pieces..................Happy Modeling......................................ML
(1) First thing to remember is that map pieces are very different from objects and items in EVERYWAY.
To help keep this in perpective, I will tell you just what the differences are between the two and why you must follow these rules. By trial and error I have made notes that should help others make nice looking effective map pieces in either blender or Metasequoia.
(2) Size MATTERS. for objects and items you have a little creative freedom to build because som can handle any object or multple objects up to 12,500k in size. However try to keep customs down to a size of LESS than 9,000k and do not put too many high poly count objects in one place to avoid to avoid possible slowdowns, unless you have a strong graphics card installed, and you assume that everyone else who plays your title will have a strong card as well. Som Draws your map pieces in full and stores it as ram, so since SoM was built in 99 (released in 2000) the average computer had 64 megs of RAM during that time. So SoM was only allowed to have very little allotacated to it. (Don't know the exact number I'm sure JDO or Holy Diver would have that info if anyone needs it.) so to make a long story short, MAP pieces are limited to a VERY low poly count and I mean low.. The size limit is LESS than 500k or 1,500 polys give or take a few. However in my test pieces up to 500k have NO slowdown so build to that level only, any higher will make SOMDB.exe DIE AND CRASH.
(3) KEEP IT SIMPLE with the above section in mind, Keep your map pieces simple and sweet. Use planes as much as possible, and delete any unused vertices and points or combine the mesh , after you complete the model. I mean why make SoM work harder than it needs to. If your making indoor pieces, remove sides of the model that won't be seen , once again, SoM draws everything at once, so if its not seen ,it's not needed. Rely on your textures to give the piece life, not complex models.
(4) THE BLACK RULE... As most of you already know for objects and items don't like BLACK. Black is transparent, anyone that worked with textures knows about holes because of black. However, Map pieces do not adhere to that rule. (mainly for shadows to be added). With that in mind, you can NOT use black to add illusions such as a single plane with a grass texture attached to it. The Black will be seen and will be ugly. I know this because that is what I tried to do.
(5) LIGHTING.... Textures and lighting for map pieces is different from objects and items,like objects do NOT rely on SoM's primative lighting sceme to give depth or perception. for map pieces you must add any shadows that you want visable, with that in mind, you may need clone pieces with different shadows. IE if you plan on building a hidden area, you must make a clone of you doors archway WITH shadows on the floor or the lack of shadows under the door will be a huge TELL and ruins the effect. Do not try to build map pieces with textures used in objects, for once again the lighting differences will be another tell.
(6) Lastly, one personal tip.....When building a set of complex map pieces, think of the big picture.... IE when making a new outdoor set, and you want a hill effect, like the .5 or 1.0 slopes. Building one piece at a time can leed to pieces that dont line up and give holes, so make flat plane that is 9mx9m (or 3x3 in map piece size) Shape the whole hill with bumps and curves, or how you want it, THEN split the model in to 9 parts, at the 2m lines and BAM you have made 9 map parts at once that will 100% line up no matter how it is shaped, and then lable your set with numbers 1 to 9 for ease in placeing:)
Hope this guide helps anyone who is thinking about making custom map parts(not just reskinning them) If I left anything out, I am sorry, but I think this covers all the key points to remember in making map pieces..................Happy Modeling......................................ML