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[CS:GO] - Testing, publishing and using custom resources

  • biXen
  • July 14, 2015 at 11:49 AM
  • biXen
    • July 14, 2015 at 11:49 AM
    • #1

    Hi all,

    I have a few questions regarding CS:GO specifically and more in general. I am working on a map for the competition (won't be finished in time, but either way) and I am currently half blocking and playtesting while I am also trying to create some "standout details" using brushes. I have finally gathered a good overview of good tutorials for most of the Hammer related things I need to figure out, which is good. My questions are mostly related to the next step, when the block/greybox is starting to be completed. So here goes:

    1. I have been mapping on and off since Duke3D, but people's expectations of how things should look is at another level now, obviously. I am a bit afraid of the first impression of a half-done map being played by many people. So does one create a WIP workbench entry for the greybox, that you use for development, and then create a new one when the look is more final? If so, won't you lose subscribers to the development one when moving too? What's best practice here?
    2. I feel that to stand out the map needs custom textures. Is there any stats on what maximum overall size of the map one should aim for? Considering it has to be downloaded by anyone who wants to try the map?
    3. What kind of version control are people using, is the one in Hammer any good? I recall with dread old level editors completely ruining a level beyond recovery so I am in the old habit of saving in steps. I am thinking git will get quite bloated and slow with files like this.
  • El_Exodus
    • July 14, 2015 at 12:06 PM
    • #2

    1. Create a WIP Workshop entry for easy testing+feedback and re-release your map again when it's polished.

    2. Afaik 200mb per mapfile is maximum size, try to keep it as low as possible.

    3. I'm just saving progress in new files like this: de_example001, de_example002 etc etc. Also has the advantage, that people who test your map don't have to delete the old files everytime.

  • Vaya
    • July 14, 2015 at 12:19 PM
    • #3

    200mb isn't the maximum size but FMPONE has alluded in the past the valve don't accept larger files than this into operations. I would assume this is due to valve's goal of keeping the game as portable as possible -even to toasters with 2004 processors.

  • biXen
    • July 14, 2015 at 12:31 PM
    • #4

    Thanks. I guess if you have something smashing looking then people are going to spend the time downloading it even at 200MB, I'm not quite there yet ;) Good to know though, I'm aiming for custom skybox and at least a good base of custom textures. From what I could see it quickly rises in filesize when added to the map.

  • Vaya
    • July 14, 2015 at 12:37 PM
    • #5

    yeah evenat 200mb you have to make sure you are sizing textures correctly (no 2048X2048 for solid colours etc) and using everything is sparingly as possible.

  • biXen
    • July 14, 2015 at 10:28 PM
    • #6

    Also, more Hammer specific. Am I right in understanding that when you cut something you never weld anything back together? Things are just grouped, and you have to texture the individual parts?

    (I guess since any new faces would have nodraw anyway so there's perhaps no negative effect on performance at least?)

  • jackophant
    • July 15, 2015 at 10:13 AM
    • #7

    You are correct. However, the new faces aren't necessarily nodraw as it depends on which faces of the brush are textured when you cut. Hammer has a way of working it out, but I haven't found it to be reliable and just opt to check and texture to nodraw to make sure.

    If I'm right in saying, when a face is completely covered the compiler doesn't render it anyway, but I don't know how this affects the filesize.

  • biXen
    • July 15, 2015 at 11:42 AM
    • #8
    Quote from jackophant

    You are correct. However, the new faces aren't necessarily nodraw as it depends on which faces of the brush are textured when you cut. Hammer has a way of working it out, but I haven't found it to be reliable and just opt to check and texture to nodraw to make sure.

    If I'm right in saying, when a face is completely covered the compiler doesn't render it anyway, but I don't know how this affects the filesize.

    Are you sure about the last part? I would gather it doesn't light it, but the face might still be drawn by the GPU? Or does it figure that out too.

  • jackophant
    • July 15, 2015 at 12:52 PM
    • #9

    You may be right. My understanding was that if there were no ray traces registered on the face, it wasn't drawn. Something along those lines, but I guess that would run into problems with very dark rooms...

    This is a great read regarding optimisation: http://www.optimization.interlopers.net/index.php?chapter=intro

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