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Stan Convert and Stairs

 
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bmw
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 PostPosted: Mon Apr 14, 2008 1:00 pm    Post subject: Stan Convert and Stairs Reply with quote Back to top

While working on Aztec's clipping, I've made an important discovery - stan convert may not work well when you have stairs involved. In the case of Aztec, I'm referring to the room with all the screen monitors which has a slightly sunken floor in the middle of the room, equal to one "stair"

The problem arises when stan convert causes the vertical tiles on a step to be split into more tiles. If the vertical portion of a step contains 3 or more tiles, this often results in Bond "leaving" the stage as he doesn't properly traverse the tiles on the downfall portion of his movement (I'm assuming he "skips" tiles when you have too many there)

So I'm going through and manually clipping that particular room. I hope that once manually clipped, any future stan convert I apply to the entire stage leaves my 2-tile vertical stairs in-tact.
 
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SubDrag
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 PostPosted: Mon Apr 14, 2008 2:50 pm    Post subject: Reply with quote Back to top

I agree, and knew of this, but it's difficult to correct. Supposedly stairs need to be two tris only, but with Stan Convert it's pretty hard to accomplish this.
 
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bmw
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 PostPosted: Mon Apr 14, 2008 2:57 pm    Post subject: Reply with quote Back to top

So long as stan convert doesn't mess up my manual clipping, it won't be a big deal. This particular room in the Aztec is just a special case which is being quite a pain. But I'm pretty close to having it done.

This map when completed should perform much better framerate-wise than the gameshark counterpart as I've tracked most of the slowdown to this particular area (the room with all the monitors). Apparently I wasn't aware of this before, but each of the side areas has a separate room, so there's like a total of 10 rooms visible. I deleted each "compartment" room, added a slanted piece of glass as a wall, and that drastically improved framerates here while removing very little actual travel space. I'm also putting back in the sliding glass door as well as the original space shuttle. And for access to the bay, rather than vertically clipping the wall, I'm going to put in a ramp there, thus eliminating the ladder glitch which exists in multiplayer.
 
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SubDrag
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 PostPosted: Mon Apr 14, 2008 3:15 pm    Post subject: Reply with quote Back to top

As long as your tiles are perfectly aligned with each other, it shouldn't see the need to redo them. Stan Convert is very powerful, but it does have its limits.
 
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Dragonsbrethren
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 PostPosted: Mon Apr 14, 2008 8:18 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
As long as your tiles are perfectly aligned with each other, it shouldn't see the need to redo them.

Yeah, stan convert hasn't messed up any of the custom clipping I had to do in Area 52 to get the ladders working.
 
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