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[CS:GO] [WIP] de_cafe

  • NotBum
  • February 10, 2015 at 10:29 PM
  • NotBum
    • February 15, 2015 at 10:54 PM
    • #21

    Hay Guys, Just a quick question if this has ever happened to anyone else as I haven't found anything online about it. I am trying to add windows and molding to the side of some of the buildings and I am having a peculiar issue. They are obviously all func_details and I can't pinpoint what exactly is causing the issue. When I have a large amount of func_details flanking a large object with a small number of visleafs, parts of the map will become invisible when inside a set of visleafs. If no one knows immediately what the issue could be, I can take some screenshots and upload them to demonstrate the issue.


    Thanks

  • jackophant
    • February 16, 2015 at 10:01 AM
    • #22

    I might be missing the point, but surely you could just cut the func_detail into smaller parts to fit into your visleaves?

  • Vaya
    • February 16, 2015 at 10:41 AM
    • #23

    I don't see how this could be the case. If you see a visleaf source draws everything inside that visleaf? :S

  • Spherix
    • February 16, 2015 at 11:31 AM
    • #24
    Quote from NotBum

    Hay Guys, Just a quick question if this has ever happened to anyone else as I haven't found anything online about it. I am trying to add windows and molding to the side of some of the buildings and I am having a peculiar issue. They are obviously all func_details and I can't pinpoint what exactly is causing the issue. When I have a large amount of func_details flanking a large object with a small number of visleafs, parts of the map will become invisible when inside a set of visleafs. If no one knows immediately what the issue could be, I can take some screenshots and upload them to demonstrate the issue.


    Thanks

    Are you using areaportals and/or are you compiling on Fast?

  • NotBum
    • February 16, 2015 at 12:04 PM
    • #25

    I haven't added any area portals as the problem is occurring outside. I have been running vvis on normal. It hasnt taken too long as of yet so I haven't run on fast. I have tried to seperate the individual brushes but it hasn't warented me any luck. I can post a picture or two later today if it would help but I have been stumped as to what is causing the issue.

    It is worth noting that the same thing was happening previously because of some large molding I had made for the top of one of the buildings. To stop the issue, I had to rework the detail and put a normal brush under it to stop the issue. My problem is that its hard to pinpoint the exact cause. I have gone through and disabled bits one by one and the problem persists but changes in the way that things become invisible. Odd issue with no indication by the engine that something is wrong :/

  • Vaya
    • February 16, 2015 at 12:17 PM
    • #26

    Could you send your compile log?

  • NotBum
    • February 16, 2015 at 3:03 PM
    • #27

    Yeah, Ill post it and some screenshots when I get home

  • Vaya
    • February 16, 2015 at 3:56 PM
    • #28

    use sv_cheats1 and mat_leafvis 1/mat_leafvis 2 to show the visleafs and viscluster ingame when taking a screenshot.


    That should help fix it.


    I've not used this but might help too? https://developer.valvesoftware.com/wiki/PVS

  • NotBum
    • February 16, 2015 at 4:34 PM
    • #29

    I have already run through with both mat_wireframe 1 and mat_leafvis 1, 2, and 3 to see if I can identify the issue. Is there a way to check the current entities in a visleaf or even the PVS? That may help.

  • Vaya
    • February 16, 2015 at 4:42 PM
    • #30

    r_lockpvs 1 should just show the current viscluster I believe, if I understand it correctly.


    Running this with mat_leafvis 2 should outline the viscluster you are standing in.


    What are you using just now in terms of optimisation? Just hint/skip?

  • El_Exodus
    • February 16, 2015 at 4:43 PM
    • #31

    You can open the portal file for your map in Hammer. If that is what you're asking for.

  • NotBum
    • February 16, 2015 at 8:35 PM
    • #32

    Well. I fixed the issue :I


    It appears that the visleaf that was at T spawn (where I was having an issue) was too tall and was what was causing the issue. I am not sure how this is the case but I am not having the issue anymore. Thanks for the help though

  • NotBum
    • February 24, 2015 at 12:12 AM
    • #33

    Quick Update: While detailing I ran into something that I had expected to happen at some point. I started using too many brushes for VVis to be happy at me. In short, I tried to start using XSI, Got frustrated, and spent the last few days tinkering with Propper to get it to work with CSGO. I have most of the detail work that I have completed ported over to models. I would actually sit down with XSI or Blender to learn them but I don't have time at the moment to learn a new environment. Propper probably ins't the best route but it works for the time being. Time permitting, Ill put up some more screenshots as I finish bits.

  • Vaya
    • February 24, 2015 at 9:12 AM
    • #34

    Are you using Func_detail?

  • NotBum
    • February 24, 2015 at 3:16 PM
    • #35

    Yeah, all of the brushes that I have been converting were func detail. My problem was that a lot of the detail was repeated stuff like windows which exceded the maximum T junctions for Vvis. Silly compiler errors ensued. I know that I could probably fix the issue with area portals as I have seen they can fix the issue, but I would prefer to just make the models and call it good.

  • Vaya
    • February 24, 2015 at 3:28 PM
    • #36

    Fair enough. I still haven't seen this mythic t junctions error that everyone else seems to get

  • NotBum
    • February 25, 2015 at 9:00 PM
    • #37

    I Thought it was odd too when VVIS spat it out. I have never had an issue with it before so I was a little confused. It has to do with the amount of brush to brush contacts (I Believe). I number of contacts is then used by VVIS in some way for its actually calculation stuff. It however doesn't seem to ignore func_details when it does the count but when it comes to actually calculating the visibility, it doesn't take them into account.


    I have no clue though.


    Regardless, Making the details into props fixed the issue.

  • unremarkable player
    • February 28, 2015 at 2:09 PM
    • #38

    Did you have brushes intersecting one another or joining one another?


    Glad to hear that props fixed your issue - definitely the way to go with the level of detail that you're after.


    Since you're still fleshing out the layout and minor details, how come you're spending a lot of time on high level detail? Are you satisfied with the layout enough to proceed onto the detailing phase? Not sure if I've seen a workshop link to the map yet to check it out.

  • NotBum
    • March 8, 2015 at 10:49 PM
    • #39

    Yeah, The layout has been pretty hammered out. Its the timing that I am finalizing. I have been intermittently working on tweaking spawn, position of small bits, and adding detail all at the same time. I don't always have people to help with quick play testing so I try to get work in where I can, when I can.


    As of now though, I just finished another quick run around with some friends, and I believe that the layout/timing side of the map is really close to completion.

  • Muffin
    • March 8, 2015 at 11:44 PM
    • #40

    I really love the layout of the map, I tried it out before the mapcore post (and b4 I knew about mapcore). I like how A lot of the areas are designed for balance and allows for lots of options and interesting gameplay. But this map might be a bit t sided due to how sneaky they can be at b site. (And middle)

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