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  3. RedSkittleFox

Posts by RedSkittleFox

  • My First CSGO Map de_Bronx W.I.P

    • RedSkittleFox
    • May 3, 2020 at 7:05 PM
    Quote from sius

    1 hour ago, sius said:

    Thanks for your warning! ;) I already have embellishments and a lot of other parts converted into func details. Is it correct that way?

    That is not gonna prevent you from running into the issue I've mentioned before. But yes, all the ornaments and non blocking geometry should be func_detail. The reason for that is that source engine uses binary space partitioning as an occulusion culling method. It needs to generate the series of rooms and all the ornaments would create too much splits thus make ur vis-leaf graph very complex.

    Here is the link to a good video talking about binary space partitioning if you are interested, it's more from a programmers point of view but still very interesting.

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    The reason why the vertex count for all the brushes on the map is 65k is that all vertices get put into one big vertex buffer. To later draw it you use index buffers. Source engine uses 16bit integers for that, so the maximal number of vertices you can have in your vertex buffer is 2^16.

    Edit: Each model is loaded into separate vertex buffer (sometimes can be combined to minimize gpu calls), so you can have more than 2^16 in your sceen at the time.

  • WIP de_BadScience

    • RedSkittleFox
    • May 3, 2020 at 5:51 PM

    Top 10 Anime Comebacks. It's a little dark. Try using this tool to make the radar: https://github.com/Terri00/CS-GO-Auto-Radar

    Layout seems kinda strange, have you tested ct-t timings? The map may also be too complex.

  • [CSGO] Dojo (defuse map)

    • RedSkittleFox
    • May 3, 2020 at 5:38 PM

    Contact points


  • My First CSGO Map de_Bronx W.I.P

    • RedSkittleFox
    • May 3, 2020 at 5:36 PM

    If those aren't models, make sure to convert them to models or you will run into vertex limit which is around 65 000 (2^16).

  • [CSGO] Dojo (defuse map)

    • RedSkittleFox
    • May 3, 2020 at 8:35 AM

    Update 9.1

    • Remade route from T to B
    • Fixed timings for CTs
    • Fixed strange angle on B Site

  • [CSGO] Dojo (defuse map)

    • RedSkittleFox
    • May 3, 2020 at 6:14 AM

    Update 9

    Changes

    • Remade A Site
    • Remade B Site
    • Remade Routes to B
    • Remade CT Side
    • Map has been shrunken

  • [CSGO] Dojo (defuse map)

    • RedSkittleFox
    • April 19, 2020 at 4:06 PM
    Quote from Freaky_Banana

    16 hours ago, Freaky_Banana said: A Site timings look intense. Would you mind explaining how that works out exactly?

    Here are timings visualised.

  • [CSGO] Dojo (defuse map)

    • RedSkittleFox
    • April 18, 2020 at 8:28 PM

    Update 8

    • Redesigned A Site
    • Redesigned B Site
    • Redesigned Mid -> A Site connector
    • Redesigned CT
    • Graybox details

  • De_Hongya [WIP]

    • RedSkittleFox
    • October 3, 2019 at 1:30 PM
    Quote from untor

    9 minutes ago, untor said: At the very beginning of development, all brushes i converted to func_detail. Because it is doesn't metter for final results, but save you're time. If after compile you have a bad performance on map, you should made simple base brush inside func_detail geometry (i was made it after final visual results.)

    I usually do basic geometry with brushes, and add the more detail over it as a func_detail.

  • De_Hongya [WIP]

    • RedSkittleFox
    • October 3, 2019 at 1:28 PM
    Quote from Vintendi

    1 hour ago, Vintendi said: Today I spent some time optimising the compile times by trying to reduce the amount of numportals (5h to compile on Full HDR only). I started with 9118 numportals with only major brushes being converted to details. After running around the map and converting a bunch more brushes to details I was able to reduce the numportals down to 5548. Lastly I added an optimised skybox which drastically reduced the numportals to 2145 (3-35min to compile).

    Next up I'll be adding more detail to my maps building and reduce the amount of unnecessary brushes used currently.

    EDIT: Compile times seem to be ranged. Sometimes it will load super quick and sometimes it will hang at 9.. (no I don't have other applications on hogging CPU usage)

    Make sure that non blocking and complex geometry is func_detail.

  • [CS:GO] de_border (W.I.P.)

    • RedSkittleFox
    • September 23, 2019 at 7:25 PM
    Quote from That50

    1 minute ago, That50'sGuy said: This map is on hiatus while the mapping contest is going on, but here's what's to come in late February.

    The content cannot be displayed because it is no longer available.

    I really like this detail that there is no actual snow beneath the car. I believe the "no snow" area is sticking a little too much tho. Also you should remove snow on the street to indicate that the care rode there not long ago. I don't know if you know what I mean.

  • [CSGO] Dojo (defuse map)

    • RedSkittleFox
    • August 16, 2019 at 7:04 PM

    Update 7

    [*] Redesigned A site. [*] Redesigned paths to B. [/list]

  • [CSGO] Dojo (defuse map)

    • RedSkittleFox
    • August 9, 2019 at 12:26 PM

    Update 6:

    • Remade B site
    • Reworked brushwork on the whole map.

  • [CSGO] Dojo (defuse map)

    • RedSkittleFox
    • May 22, 2019 at 4:34 PM

    The latest version of the layout. Gonna submit this version for playtests.


  • [CSGO] Dojo (defuse map)

    • RedSkittleFox
    • May 16, 2019 at 1:37 PM
    Quote from Freaky_Banana

    3 hours ago, Freaky_Banana said: Maybe just try and put it into the editor. At this point you are still the person who knows this map the best, and you will know what feels and plays right once you have it. I have always done the same thing you have here, theorizing layouts and trying to perfect gameplay that way, but there is a reason CSGO map design is an iterative process.

    Also, height differences always get me when I do top-down planning. How does the height in mid work here? Do the CTs have two windows, or is the right side of mid on the same upper height as the left (indicated by the blue color) If so, does it make sense for a vent to go out into the middle of an open street ? And is there a ladder into sniper room or did you intend for a stair?

    Nevertheless, don't let me discourage you, I really like where you are headed so far!

    CT's have only one window on left side, there is no ladded into sniper room right now

  • [CSGO] Dojo (defuse map)

    • RedSkittleFox
    • May 16, 2019 at 12:19 AM

    Actually even more redesigned version. [Blocked Image: https://media.discordapp.net/attachments/570728171566006288/578359410032902144/unknown.png?width=676&height=676]

  • [CSGO] Dojo (defuse map)

    • RedSkittleFox
    • May 15, 2019 at 11:56 PM

    This is what I'm thinking about right now.

    [Blocked Image: https://media.discordapp.net/attachments/570728171566006288/578354706703974400/unknown.png?width=676&height=676]

  • [CSGO] Dojo (defuse map)

    • RedSkittleFox
    • May 15, 2019 at 10:37 PM

    Current wip layout and planned changes. Please give some feedback.

    [Blocked Image: https://media.discordapp.net/attachments/573134323146817567/578334619494121524/unknown.png?width=676&height=676]

  • [CSGO] Dojo (defuse map)

    • RedSkittleFox
    • May 14, 2019 at 3:14 PM
    Quote from LeCaribou

    On 5/13/2019 at 6:47 AM, LeCaribou said: It's just my opinion but maybe a second way to the Connector Mid B with a pagode or a house in the forest of bamboo ☺

    And for Dojo maybe a another room with windows or covers and in the bomb site some covers !

    That wouldn't be bad. Also I'm working on some covers on dojo site. Should be done soon.

  • [CS:GO] de_Shrine

    • RedSkittleFox
    • May 14, 2019 at 3:12 PM

    I think we are working on similarly themed maps, we could trade some references, resources and knowledge of you want.

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