WIP in WIP, post your level screenshots!
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Can't find any "hey need help about anything regarding mapping" thread so I will just ask here.
Trying to understand hint and skip on an example map, but can't get it to work. Why does the platform and the barrel render from the small room with barrels?
https://gyazo.com/60f6f29131c25bc052d06a6ff6a7122d
http://images.akamai.steamusercontent.com/ugc/6432443156…838AA5A58FA186/
https://gyazo.com/4237897a66f422d4f33d229c51bc623d
When I stand in the little room it is completely sealed by hint or brushes.
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The portal in the little room can "see" the portal on top of the platform.
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Quote from El_Exodus
The portal in the little room can "see" the portal on top of the platform.
you mean something like this? https://gyazo.com/9bea3ebc1a60f3944d32b7814caf11bb
How would I stop that from happening?
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Exactly. Simply a higher wall, or use hint/skip in the little room once more, to get rid of the rendered platform.
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Quote from El_Exodus
Exactly. Simply a higher wall, or use hint/skip in the little room once more, to get rid of the rendered platform.
I put a hint in the middle of the rooms height to make the visleaf shorter, http://images.akamai.steamusercontent.com/ugc/6432443156…F2ACED2473A505/
Nothing expect for the platform now renders.
I stand in this tiny visleaf, http://images.akamai.steamusercontent.com/ugc/6432443156…73F3A4BBAE5543/ , i made the visleaf short in height to make it invisbiel from the platform.
http://images.akamai.steamusercontent.com/ugc/6432443156…F82F2406EBA8DA/
I can't see any way possible that those two visleafs can see each other, still they both render each other. Is there a way to see how two visleavfs can see each other, like you can see leaks from areaportals etc?
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I'm not entirely sure right now, but i think unless you're using areaportals, props are not affected by portals. That's why you have to make use of renderdistance for them. Correct me if i'm wrong on this one.
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Wrong !! They are.
Try this : the goal is to make the "sky" visible from you small room not connected to the leaf that contains the platform.
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Quote from 3Dnj
Wrong !! They are.
Try this : the goal is to make the "sky" visible from you small room not connected to the leaf that contains the platform.
They are not, the platform is its own visleaf.
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I have been working on this map for CSGO for a couple months now and was hoping people would take a look at it so I could get some feedback. I just recently got help working out my minimap from people on this forum and on reddit, It is currently in Dev texture mode because I wanted to make sure that the flow of the map at its core is good before I go into texturing and props. This is the workshop link : http://steamcommunity.com/sharedfiles/fi…s/?id=530978504
Any input would be awesome!!!
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Quote from Bodd Jonar
They are not, the platform is its own visleaf.
I don't know what happenned to the pictures I've put as a suggestion of leaves but nvm. You wre usng mat_leafvis 1 to see your leaf ingame, you can use mat_leafvis 3 to see what are the leaves that are calculated and visible frome you leaf. try to understand how.
Also try to avoid the little mess you made with diagonal hint, try to simplify stuff like this

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Quote from 3Dnj
I don't know what happenned to the pictures I've put as a suggestion of leaves but nvm. You wre usng mat_leafvis 1 to see your leaf ingame, you can use mat_leafvis 3 to see what are the leaves that are calculated and visible frome you leaf. try to understand how.
Also try to avoid the little mess you made with diagonal hint, try to simplify stuff like this

I seriously don't know what to think of hint/skip, just can't make sense of it. I made a visleaf around one of the barrels, it is impossible for the two visleafs to see each other. But they still render each other.
http://images.akamai.steamusercontent.com/ugc/6409931506…E882FA615838D0/
The barrel I am aiming at is its own visleaf.
http://images.akamai.steamusercontent.com/ugc/6409931506…B71B891812C8C7/
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Leaves took the bounding box of props and not the geometry so it's not that accurate. Also, I hope you aren't running vvis on fast.
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Quote from 3Dnj
Leaves took the bounding box of props and not the geometry so it's not that accurate. Also, I hope you aren't running vvis on fast.
It worked, thanks! But even if I have vvis on fast, I can load portal file in sdk and see that the portals can't see each other. Having it on normal makes the egnine look "closer" on what other leafs it can see? Thought it only made better leafs.
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Vvis on fast makes the visibility calculation very lazy, that's why it's a lot faster. it didn't change the way leaves are created (this is vbsp work anyway)
So yeah, when you want to test optimization, vvis in normal mode is a must.
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It is going to be vehicle fuel station eventually for my bomb defusal map bombsite.
[Blocked Image: http://i.imgur.com/Y76ze9b.jpg]
[Blocked Image: http://i.imgur.com/LLEioGi.jpg]
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Nice, I wonder how the towers will look and play like.
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Sick work! Love the third screen composition
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