Dropship Refueling Station

DSRS-17 a dropship refueling station part of the now defuncted lv-1201 recapture campaign decommissioned after only 3 months of service late...

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DSRS-17 a dropship refueling station part of the now defuncted lv-1201 recapture campaign decommissioned after only 3 months of service later salvaged by mercenary's hired by a rival corporation of Weyland yutani with the intent of smuggling out stage 1 xenomorph specimens. Now it is a battle ground where three of the most deadly species will fight to the death over and over and over again

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DSRS-17 a dropship refueling station part of the now defuncted lv-1201 recapture campaign 
decomissioned after only 3 mounths of service later salvaged by mercenarys hired by a rival 
corporation of Weyland yutani with the intent of smuggling out stage 1 xenomorph specimens
Now it is a battle ground where three of the most deadly species will fight to the death
Over and over and over again


Map Author: Deathmancer

----Installation----
Place the hypatheticalworld.dat in the folder
C:/Program files/Fox/Aliens Vs. Predator 2/Maps/Worlds/Multi/If you don't know how to install a dat by now shame on you


Dedit notes:
in the first crude stages of its conception it had 9 of the platforms you see now
it barely processed and rarely ran i even rebuilt it out of triangles and bound terain
to it with the lighting looking crappy on a lightmap false surface i scrapped that idea 
and remade the structure once again it was abandoned and left 
in the archives of dead projects it probably took a year
of off and on editing to create a playable level
after several failed attemps i created a stable basic platform and went from there
later adding the indoor area wich was constructed in a seperate .Ed file
the indoor area uses a BSP implant technique in wich the 0 hull was inserted underneath
the detail 1 geometry nearing the completion of the indoor level i encountered some
minor light glitchs where black shadows would appear in certain areas
after many failed attemps to narrow down the cause of the shadows 
i decided to clean up the geometry removing all unseen sides 
this however didnt fix the problem after even more tweaking
i only made it worse eventually the entire map was consumed by shadow
after this i abandoned the map
picking it up later and reverting back to an older less glitchy version
taking new features from the new version like doors lifts props soundfx better lighting
then pasting them into the old version




Processor log:

Processing C:\Program Files\Fox\Aliens vs. Predator 2\AVP2\Worlds\Multi\TeamDM\HypatheticalWorld.ed

Date: 11/09/06, Time: 16:17:06
This machine has 2 processors.
Using 0 threads.
Max detail level: 10000.
Getting objects from ED file.
Loading DAT file.
Error loading C:\Program Files\Fox\Aliens vs. Predator 2\AVP2\Worlds\Multi\TeamDM\HypatheticalWorld.dat.

-------------------
Max Lightmap Size: 32.00
Lightmap Grid Size: 20.00
WorldTree nodes: 1365
WorldTree depth: 5
WorldTree root size: 11264.00
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-  SecDoorGlassLeft (10 polies)
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-  FrontDoorGlass (2 polies)
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-  SEC.1 Lift-1 (51 polies)
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-  Central Lift (59 polies)
-  Switch17 (1 polies)
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Creating physics BSP
Merging 6117 brushes.
Creating temp brushes
Finding intersecters
Sorting intersecters
Merging intersecters
Transferring inside fragments
1608 BTW poly splits.
Num Polies: 14010.  Joining polies...
955 polies removed.
13055 polies left.
Found 0 problem brushes
Creating BSP.
BSP tree 66.67% balanced.
Num detail nodes: 19169
Making PhysicsBSP leak file.
Creating leak file BLUE.leak
** Couldn't find an outside leaf.
** (Or the world is sealed correctly).
Removing unseen geometry.
Number of (unseen) polies removed: 188
Recreating BSP.
2152 polies (2651 nodes) added for lightmapping.
BSP tree 66.67% balanced.
Num detail nodes: 21882
Fixing T-Junctions on 14923 polys...
Added 6711 verts for T-Junctions
Physics precalculation...
1298298 bytes for physics, 7728 blocks (26 average nodes per block, 6233 max)
-  PhysicsBSP (14923 polies)
Creating visibility BSP
Merging 133 brushes.
Creating temp brushes
Finding intersecters
Sorting intersecters
Merging intersecters
Transferring inside fragments
1608 BTW poly splits.
Num Polies: 1454.  Joining polies...
955 polies removed.
499 polies left.
Creating BSP.
BSP tree 66.72% balanced.
Num detail nodes: 0
Making VisBSP leak file: BLUE.leak_Vis.lek
Creating leak file BLUE.leak_Vis.lek
** Couldn't find an outside leaf.
** (Or the world is sealed correctly).
Removing unseen geometry.
Number of (unseen) polies removed: 0
Recreating BSP.
171 polies (364 nodes) added for lightmapping.
BSP tree 66.70% balanced.
Num detail nodes: 0
Finding leaves.
-  VisBSP (736 polies)
Imported 708 texture flags

-------------------
Lighting world
Ambient light (0.0, 0.0, 0.0)
Created 0 texture lights.
LAnim - StarLightView_Marine__SV (1 frames)
      - 451639 bytes
LAnim - StarLightView_Pred1__SV (1 frames)
      - 451639 bytes
LAnim - StarLightView_Pred2__SV (1 frames)
      - 451639 bytes
LAnim - StarLightView_Pred3__SV (1 frames)
      - 451639 bytes
LAnim - StarLightView_Alien__SV (1 frames)
      - 18242 bytes

-------------------
Making PVS.
Marked 0 out of 285 leaves as FastApprox
Saving DAT file.

-------------------
Done in 11.70 minutes

Number of input polies: 18952
Number of input vertices: 42514

Number of output polies: 14923
Number of output vertices: 22313
Tree depth: 206
Memory for vis lists: 0
Number of (unseen) polies removed: 0

Number of leaves: 0
Number of visible leaves: 0

Lightmap data size: 5006685
Lightmap compression ratio: 11.26
Number of objects: 1865

Light table size (from LightTableRes): 0M 242k

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DeathMancer


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Registered 29th November 2004

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