Maps editing workflow: Difference between revisions

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=== Landscape limits ===
=== Landscape limits ===
Vertically our landscape can go from -250 meters up to +250 meters, if you try to go beyond these values you just get flat terrain at the max height and you cant go beyond.
Vertically our landscape can go from -250 meters up to +250 meters, if you try to go beyond these values you just get flat terrain at the max height and you cant go beyond.
Our maps at the moment have the lowest point to the south of Homestead where it reach -177 meters. Plus we need to consider the Death Ream boundaries, that reach at the moment -199 meters.
We have set the Kill Z value to -185 meters.


=== Notes ===
=== Notes ===

Latest revision as of 16:38, 27 November 2022

Landscape limits

Vertically our landscape can go from -250 meters up to +250 meters, if you try to go beyond these values you just get flat terrain at the max height and you cant go beyond.

Our maps at the moment have the lowest point to the south of Homestead where it reach -177 meters. Plus we need to consider the Death Ream boundaries, that reach at the moment -199 meters.

We have set the Kill Z value to -185 meters.

Notes

  • BuiltData files are storing:
    • lightmap textures (created by Build Lighting only)
    • volumetric light probes / samples (created by Build Lighting only)
  • umap files are storing:
    • navigation paths (created by Build Paths)

Map creation flow

You should never upload BuiltData file in SVN. Those will be regenerated when we create the shipping release.

If you want to test locally the full game including lights then you need to:

  • Load all the levels and Build Lighting only, this gives the best result on map borders, but I think you can avoid it

OR

  • Load Persistent Level + one or more maps you want relit, and Build Lighting only. In this case the single maps will be ok, but the borders between maps will not


If you want to test locally the full game including NPC movement then you need to: