Author Topic: Mobiles Disco '99  (Read 3423 times)

I think you and some others need to understand that there are a sizable amount of people that like the idea of static shape maps. Yeah it'd look better with bricks, but who cares? It's another way to make things, albeit an inefficient one.
i cannot think of a single legitimate reason to like static shapes over bricks other than intense brain damage

Kevin: Kattoka mun muuvit



There's no reason to use static shapes to make something this small.


There's no reason to use static shapes to make something this small.

deal with it

i cannot think of a single legitimate reason to like static shapes over bricks other than intense brain damage
I can

Where are the tiles?
on a different map

Static shapes aren't needed if you just don't want the studs.
You could either use print bricks, print baseplates, or just change the brick texture.
Why static shapes?
Why not?

But it would look better with bricks.
no... it wouldn't

It doesn't really look all that good.
I agree with Conan, it looks like it'll be better if it was built with bricks.
Okay.. and?

if you were replicating a huge map static shapes would be the best way to go but for this small thing, honestly, i don't see why you need to use it in the first place.

for example an island for some RP or something. maybe for things like dayz replicas
What, are you kidding? You've got to be kidding.
I would never, NEVER, use static shapes to make large maps like islands or something as stupid as dayz replicas?

Do you even static shape?

Have you ever tried to code a map out of static shapes?

Imagine typing out tons and tons of coordinates
  %floor="0.1 0.4 0.7 1";
   %stage="0.3 0.6 1 1";
   Disco_Shape("0 0 0.1","16 18 0.2","0 0 0",%floor);
   Disco_Shape("0 0 10.3","16 18 0.2","0 0 0",%floor);
   Disco_Shape("0 9.4 5.2","16 1 10","0 0 0",%floor);
   Disco_Shape("0 -9.5 5.2","16 1 10","0 0 0",%floor);
   Disco_Shape("8.5 0 5.2","1 18 10","0 0 0",%floor);
   Disco_Shape("-8.5 0 5.2","1 18 10","0 0 0",%floor);
   Disco_Shape("-6 4 0.7","4 10 1","0 0 0",%stage);
   Disco_Shape("-7 -1.125 0.575","2 0.25 0.75","0 0 0",%stage);
   Disco_Shape("-7 -1.375 0.45","2 0.25 0.5","0 0 0",%stage);
   Disco_Shape("-7 -1.625 0.325","2 0.25 0.25","0 0 0",%stage);
   Disco_Shape("7 6.625 0.325","2 0.25 0.25","0 0 0",%floor);
   Disco_Shape("7 6.375 0.45","2 0.25 0.5","0 0 0",%floor);
   Disco_Shape("7 6.125 0.575","2 0.25 0.75","0 0 0",%floor);
   Disco_Shape("7 5.875 0.7","2 0.25 1","0 0 0",%floor);
   Disco_Shape("7 5.625 1.325","2 0.25 0.25","0 0 0",%floor);
   Disco_Shape("7 5.375 1.45","2 0.25 0.5","0 0 0",%floor);
   Disco_Shape("7 5.125 1.575","2 0.25 0.75","0 0 0",%floor);
   Disco_Shape("7 4.875 1.7","2 0.25 1","0 0 0",%floor);
   Disco_Shape("7 4.625 2.325","2 0.25 0.25","0 0 0",%floor);
   Disco_Shape("7 4.375 2.45","2 0.25 0.5","0 0 0",%floor);
   Disco_Shape("7 4.125 2.575","2 0.25 0.75","0 0 0",%floor);
   Disco_Shape("7 3.875 2.7","2 0.25 1","0 0 0",%floor);
   Disco_Shape("7 3.625 3.325","2 0.25 0.25","0 0 0",%floor);
   Disco_Shape("7 3.375 3.45","2 0.25 0.5","0 0 0",%floor);
   Disco_Shape("7 3.125 3.575","2 0.25 0.75","0 0 0",%floor);
   Disco_Shape("7 2.875 3.7","2 0.25 1","0 0 0",%floor);
   Disco_Shape("7 2.625 4.325","2 0.25 0.25","0 0 0",%floor);
   Disco_Shape("7 2.375 4.45","2 0.25 0.5","0 0 0",%floor);
   Disco_Shape("7 2.125 4.575","2 0.25 0.75","0 0 0",%floor);
   Disco_Shape("7 1.875 4.7","2 0.25 1","0 0 0",%floor);
   Disco_Shape("7 1.625 5.325","2 0.25 0.25","0 0 0",%floor);
   Disco_Shape("7 1.375 5.45","2 0.25 0.5","0 0 0",%floor);
   Disco_Shape("7 1.125 5.575","2 0.25 0.75","0 0 0",%floor);
   Disco_Shape("7 1.375 2.7","2 0.75 5","0 0 0",%floor);
   Disco_Shape("7 2.25 2.2","2 1 4","0 0 0",%floor);
   Disco_Shape("7 3.25 1.7","2 1 3","0 0 0",%floor);
   Disco_Shape("7 4.25 1.2","2 1 2","0 0 0",%floor);
   Disco_Shape("7 5.25 0.7","2 1 1","0 0 0",%floor);
   Disco_Shape("7 -4 3.2","2 10 6","0 0 0",%floor);
   Disco_Shape("-5.625 -8 0.325","0.25 2 0.25","0 0 0",%floor);
   Disco_Shape("-5.375 -8 0.45","0.25 2 0.5","0 0 0",%floor);
   Disco_Shape("-5.125 -8 0.575","0.25 2 0.75","0 0 0",%floor);
   Disco_Shape("-4.875 -8 0.7","0.25 2 1","0 0 0",%floor);
   Disco_Shape("-4.625 -8 1.325","0.25 2 0.25","0 0 0",%floor);
   Disco_Shape("-4.375 -8 1.45","0.25 2 0.5","0 0 0",%floor);
   Disco_Shape("-4.125 -8 1.575","0.25 2 0.75","0 0 0",%floor);
   Disco_Shape("-3.875 -8 1.7","0.25 2 1","0 0 0",%floor);
   Disco_Shape("-3.625 -8 2.325","0.25 2 0.25","0 0 0",%floor);
   Disco_Shape("-3.375 -8 2.45","0.25 2 0.5","0 0 0",%floor);
   Disco_Shape("-3.125 -8 2.575","0.25 2 0.75","0 0 0",%floor);
   Disco_Shape("-2.875 -8 2.7","0.25 2 1","0 0 0",%floor);
   Disco_Shape("-2.625 -8 3.325","0.25 2 0.25","0 0 0",%floor);
   Disco_Shape("-2.375 -8 3.45","0.25 2 0.5","0 0 0",%floor);
   Disco_Shape("-2.125 -8 3.575","0.25 2 0.75","0 0 0",%floor);
   Disco_Shape("-1.875 -8 3.7","0.25 2 1","0 0 0",%floor);
   Disco_Shape("-1.625 -8 4.325","0.25 2 0.25","0 0 0",%floor);
   Disco_Shape("-1.375 -8 4.45","0.25 2 0.5","0 0 0",%floor);
   Disco_Shape("-1.125 -8 4.575","0.25 2 0.75","0 0 0",%floor);
   Disco_Shape("-0.875 -8 4.7","0.25 2 1","0 0 0",%floor);
   Disco_Shape("-0.625 -8 5.325","0.25 2 0.25","0 0 0",%floor);
   Disco_Shape("-0.375 -8 5.45","0.25 2 0.5","0 0 0",%floor);
   Disco_Shape("-0.125 -8 5.575","0.25 2 0.75","0 0 0",%floor);
   Disco_Shape("-0.375 -8 2.7","0.75 2 5","0 0 0",%floor);
   Disco_Shape("-1.25 -8 2.2","1 2 4","0 0 0",%floor);
   Disco_Shape("-2.25 -8 1.7","1 2 3","0 0 0",%floor);
   Disco_Shape("-3.25 -8 1.2","1 2 2","0 0 0",%floor);
   Disco_Shape("-4.25 -8 0.7","1 2 1","0 0 0",%floor);
   Disco_Shape("3 -8 3.2","6 2 6","0 0 0",%floor);

^walls, floor, stage and stairs

I've done this for all the maps I've made, and I don't care if you say "Static shapes are bad for this kind of thing"
because there are other people who have used static shapes in other ways.
You didn't flare up at Brian when he decided to make those static shape build-able vehicles that were slow and lagging because you had no clue what they were at the time
Before you actually post about how static shapes are inefficient and horrible, why don't you think about life for about 2 weeks and realize that you don't actually know what static shapes are.
You realize, that static shapes only lag when you have thousands on your screen at once, or they are all within a small (1x1x1) amount of space.
You say "Oh, It's too inefficient" or "Oh, It's lagging me"
Well, it's not the shapes that are slow, it's my internet.

TL;DR - You are all idiots for not actually knowing how efficient static shapes really are
« Last Edit: July 24, 2013, 01:39:05 AM by MARBLE MAN »

Are static shapes those brick terrains by GSF Ghost that became default?

or are they just something you make in some editor

Sorry but I can feel facepalms incoming.

Are static shapes those brick terrains by GSF Ghost that became default?

or are they just something you make in some editor

Sorry but I can feel facepalms incoming.
They are what bricks used to be (V0002)

It's basically rendering a model that doesn't move
Also, pretty much the same thing as TSStatics

Remember the lights in the lamps, or the trees outside the maps?
Those were static shapes.

I use static shapes with 2 models, one model that is a small cube with collision, and a small cube without collision
« Last Edit: July 24, 2013, 01:42:37 AM by MARBLE MAN »

They are what bricks used to be (V0002)

It's basically rendering a model that doesn't move
wait okay so

how do you make them, do you use some console commands, or an add-on.. Or something..?
Sorry but I can feel facepalms incoming.

wait okay so

how do you make them, do you use some console commands, or an add-on.. Or something..?

You could create one with a console command actually,


new TSStatic(treeObj) {position = "0 0 0";shapeName = "base/data/shapes/Sharp_Trees/Trees/Oaks/Sharp_Oak02.dts";};


that will create an oak tree in the middle of your mission/map

treeObj.delete();

if you don't want it

^^ that is just an example, not how I make mine


^this is what happens when you do that console command
« Last Edit: July 24, 2013, 01:48:34 AM by MARBLE MAN »

i knew/know what static shapes are thank you very much

I don't hate on static shapes, its just that on this scale its not really necessary as the only thing it does is replace bricks and adds no new functionality that hasn't been done before. moving shapes, on the other hand..

and the reason I suggested something large-scale like an island is because you put in so much effort aligning the objects using those coordinates and then proceed to make something small that, although can look good (i really like the mini room you posted), doesn't function as widely as an island/large terrain would.

the reason I suggest terrain is because without things like static shapes, in which one shape can cover a wide area (as proven by your bedroom "map), normal terrain builds will take 20k+ bricks to make, if you even want to consider making it look good. Modter is also limited by the angles the bricks can take.

I guess, though, that static shapes have issues with alignment when setting angles, probably esp over such large areas. I've noticed that all your work i've seen so far are all orthogonally aligned.

and the reason I suggested something large-scale like an island is because you put in so much effort aligning the objects using those coordinates and then proceed to make something small that, although can look good (i really like the mini room you posted), doesn't function as widely as an island/large terrain would. Static shapes wouldn't be good for this kind of thing unless you modeled the whole map and textured it in chunks of 512 poly models

the reason I suggest terrain is because without things like static shapes, in which one shape can cover a wide area (as proven by your bedroom "map), normal terrain builds will take 20k+ bricks to make, if you even want to consider making it look good. Modter is also limited by the angles the bricks can take. Actually, everything I've made can be done with 1 brick

I guess, though, that static shapes have issues with alignment when setting angles, probably esp over such large areas. I've noticed that all your work i've seen so far are all orthogonally aligned. notice the railings in the disco map

its just that on this scale its not really necessary as the only thing it does is replace bricks and adds no new functionality that hasn't been done before.
This is where you are wrong

I use static shapes because of the freedom I get when I use them

wait okay so

how do you place them..? all I know now is that you don't have to use console to make them so is there some sort of add-on?

Christ you don't have to call me an idiot for thinking it would look better with bricks.