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[WIP] de_alps

  • LapnLook
  • June 1, 2015 at 9:33 PM
  • pB.
    • June 9, 2015 at 6:56 PM
    • #21
    Quote from LapnLook

    Question: if a pinetree models top goes outside the skybox on top will it cause a compile error or cut off the top of the tree?

    In my experience it will just cut off the top of the tree. I think you only get a compile error if the origin of the model is out of the map, but don't quote me on that one!

  • LapnLook
    • June 9, 2015 at 6:58 PM
    • #22
    Quote from pB.

    In my experience it will just cut off the top of the tree. I think you only get a compile error if the origin of the model is out of the map, but don't quote me on that one!

    I'M QUOTING YOU ANYWAY GODDAMNIT :D
    well, I guess then I will just make the skybox high af (pun not intended), I don't know if that would be good for optimization though

  • pB.
    • June 9, 2015 at 7:01 PM
    • #23
    Quote from LapnLook

    I'M QUOTING YOU ANYWAY GODDAMNIT
    well, I guess then I will just make the skybox high af (pun not intended), I don't know if that would be good for optimization though

    I've got an open skybox on my map (de_muros) and that doesn't seem to cause a big problem. It does mean that the map isn't very optimised but you wouldn't notice it unless it was running on a potato. There are more benefits to an open skybox than a closed one (cool nades etc.) in my experience

  • LapnLook
    • June 9, 2015 at 7:04 PM
    • #24
    Quote from pB.

    I've got an open skybox on my map (de_muros) and that doesn't seem to cause a big problem. It does mean that the map isn't very optimised but you wouldn't notice it unless it was running on a potato. There are more benefits to an open skybox than a closed one (cool nades etc.) in my experience

    I always intended to make an open skybox for this very reason, but I planned for it to be like half as high as it will be this way. Also: is there a way to make props smaller? Cause it would be useful to put more pinetrees and stuff in the background.

  • text_fish
    • June 9, 2015 at 7:05 PM
    • #25
    Quote from LapnLook


    – fix the goddamn nav mesh... bots never go B cause they can't figure out how to go up stairs that are at a 45 degree angle... it probably is because those are discplacement stairs that have their edges "cut" a bit to make them a bit more realistic

    It sounds like you need to fix your stairs rather than the nav mesh. The "standard" (i.e. most used by Valve and long-standing mappers) dimensions for a CS:GO step is 8 units high by 12 units deep, but this is purely visual so if you haven't already you'll want to place a clip brush over the stairs to turn them in to a slope. This will result in a 33 degree angle which the nav mesh should have no difficulty with, and also makes it a smoother ride for the player.

    The windows (if they're purely decoration) and skybox aren't really necessary to have in place for a playtest.

    Models won't be cut off by the skybox, but depending on where the origin of the model is you may get a leak if they go outside the sealed level, and there's a chance you may get some odd lighting on the bit that sticks out if it's being lit from a point light within the map.

    Edit: worked out a more precise angle. Ahh, procrastination.

  • pB.
    • June 9, 2015 at 7:07 PM
    • #26
    Quote from LapnLook

    I always intended to make an open skybox for this very reason, but I planned for it to be like half as high as it will be this way. Also: is there a way to make props smaller? Cause it would be useful to put more pinetrees and stuff in the background.

    You can't change the size of models very easily, however there are a few tree models at the right size for the skybox I seem to recall

  • LapnLook
    • June 9, 2015 at 7:09 PM
    • #27
    Quote from text_fish

    It sounds like you need to fix your stairs rather than the nav mesh. The "standard" (i.e. most used by Valve and long-standing mappers) dimensions for a CS:GO step is 8 units high by 12 units deep, but this is purely visual so if you haven't already you'll want to place a clip brush over the stairs to turn them in to a slope. This will result in more of a 25-30 degree angle which the nav mesh should have no difficulty with, and also makes it a smoother ride for the player.

    The windows (if they're purely decoration) and skybox aren't really necessary to have in place for a playtest.

    Models won't be cut off by the skybox, but depending on where the origin of the model is you may get a leak if they go outside the sealed level, and there's a chance you may get some odd lighting on the bit that sticks out if it's being lit from a point light within the map.

    1 – it HAS clip brushes but nav_generate ignores clip brushes :( I had to delete parts of the mesh manually cause bots were jumping madly at a fence and stuff
    2 – I just want to finally release a beta which I promised a while back would be in June, and I want to finish these for the release
    3 – I guess I'll experiment a bit then

  • LapnLook
    • June 9, 2015 at 7:10 PM
    • #28
    Quote from pB.

    You can't change the size of models very easily, however there are a few tree models at the right size for the skybox I seem to recall

    But not pines :( There are some but they're all black, and the ones that are not are from cobble and they are HUGE. (half of their trunks are underground right now...)

  • text_fish
    • June 9, 2015 at 7:11 PM
    • #29

    Nav shouldn't skip tools/toolsclip, but it might skip tools/toolsplayerclip. Or it might be the other way round, I don't quite remember.

  • LapnLook
    • June 9, 2015 at 7:17 PM
    • #30
    Quote from text_fish

    Nav shouldn't skip tools/toolsclip, but it might skip tools/toolsplayerclip. Or it might be the other way round, I don't quite remember.

    What's the difference between toolsclip and toolsplayerclip?

  • LapnLook
    • June 9, 2015 at 7:18 PM
    • #31

    Tree sizes:

    Not-working-stairs:

    Working-stairs:

  • text_fish
    • June 9, 2015 at 7:31 PM
    • #32

    toolsplayerclip isn't solid to NPC's (which I guess is why NAV wouldn't bother with it). For more info on all the tools textures there's a handy table on the VDC!

  • LapnLook
    • June 9, 2015 at 7:33 PM
    • #33
    Quote from text_fish

    toolsplayerclip isn't solid to NPC's (which I guess is why NAV wouldn't bother with it). For more info on all the tools textures there's a handy table on the VDC!

    Then I guess I'll use that one thanks!

  • Quotingmc
    • June 10, 2015 at 6:59 AM
    • #34
    Quote from LapnLook

    Then I guess I'll use that one thanks!

    Or make a ramp below the steps and make the actually slabs func_detail. This is how I learn't and it works great

  • text_fish
    • June 10, 2015 at 8:16 AM
    • #35
    Quote from Quotingmc

    Or make a ramp below the steps and make the actually slabs func_detail. This is how I learn't and it works great

    You'll want to use func_illusionary instead of func_detail if your intention is to smooth out player movement, as func_details still have collisions.

  • Quotingmc
    • June 10, 2015 at 8:27 AM
    • #36
    Quote from text_fish

    You'll want to use func_illusionary instead of func_detail if your intention is to smooth out player movement, as func_details still have collisions.

    Ok

  • LapnLook
    • June 10, 2015 at 9:48 AM
    • #37
    Quote from Quotingmc

    Or make a ramp below the steps and make the actually slabs func_detail. This is how I learn't and it works great

    I made ALL stairs like this, i have a solid ramp, func_detail or displacement slabs, and a clip ramp above them so that players move smoothly

  • gfx0
    • June 11, 2015 at 10:07 PM
    • #38

    Hi, thanks for reviewing my map, I'm now returning the favour :)

    I did a playthrough of your map and I really like what you've done with sunlight and the shadows in your level, especially the shadows of the trees and such from the cliffs

    I did mistake the door in start of T to be openable o . O but I guess that's something a player will get used to knowing that it's not openable, but the insides of the house with the paintings was fun too, since when shooting them they made some fun glass breaking sounds too You have some pretty nice textures on the houses too! Great map

  • LapnLook
    • June 12, 2015 at 8:26 PM
    • #39

    BETA RELEASED: http://steamcommunity.com/sharedfiles/fi…s/?id=459909643
    Album with new images: http://imgur.com/a/cVWw2

    Aaaaaand the map now has a logo :D

    I'm gonna submit it to playtesting right about... now.

  • LapnLook
    • June 12, 2015 at 8:29 PM
    • #40

    oh, and also, a walkthrough video for your convenience https://www.youtube.com/watch?v=Bh6gLpvw1ys

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