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Bodd Jonar

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  1. Like
    Bodd Jonar got a reaction from That50'sGuy in [CS-GO] Making a FPS version of popular maps   
    Hey guys. I have been thinking about this for a while, but haven't really got to it because I don't know how to do it, but what about making a frames per second version of Mirage, Dust 2, Cache and all other popular DM maps. My thinking would be to shrink the skybox, as open skyboxes are not needed in deathmatch. This way you could make more enclosed areas. Also removing certain props and models could possibly lower cpu usage. This version could then be used by deathmatch servers exclusively. My FPS in this game has gone down severly since I started playing on release, and it is particularly bad on deathmatch. 
    What do you guys think? Is this something someone would be interested in helping with? 
     
    Haven't posted here in years, stopped mapping when Valve "ruined" SDK and rendering went from taking 5 minutes to an hour, so my mapping skills are nonexistent. 
  2. Like
    Bodd Jonar got a reaction from Interfearance in [CS-GO] Making a FPS version of popular maps   
    Hey guys. I have been thinking about this for a while, but haven't really got to it because I don't know how to do it, but what about making a frames per second version of Mirage, Dust 2, Cache and all other popular DM maps. My thinking would be to shrink the skybox, as open skyboxes are not needed in deathmatch. This way you could make more enclosed areas. Also removing certain props and models could possibly lower cpu usage. This version could then be used by deathmatch servers exclusively. My FPS in this game has gone down severly since I started playing on release, and it is particularly bad on deathmatch. 
    What do you guys think? Is this something someone would be interested in helping with? 
     
    Haven't posted here in years, stopped mapping when Valve "ruined" SDK and rendering went from taking 5 minutes to an hour, so my mapping skills are nonexistent. 
  3. Like
    Bodd Jonar got a reaction from TECHNICKER in [CS-GO] Making a FPS version of popular maps   
    Hey guys. I have been thinking about this for a while, but haven't really got to it because I don't know how to do it, but what about making a frames per second version of Mirage, Dust 2, Cache and all other popular DM maps. My thinking would be to shrink the skybox, as open skyboxes are not needed in deathmatch. This way you could make more enclosed areas. Also removing certain props and models could possibly lower cpu usage. This version could then be used by deathmatch servers exclusively. My FPS in this game has gone down severly since I started playing on release, and it is particularly bad on deathmatch. 
    What do you guys think? Is this something someone would be interested in helping with? 
     
    Haven't posted here in years, stopped mapping when Valve "ruined" SDK and rendering went from taking 5 minutes to an hour, so my mapping skills are nonexistent. 
  4. Like
    Bodd Jonar got a reaction from will2k in de_Forlorn   
    Congrats on the release! The map looks amazing. 
     
    Small feedback; The A site feels a little "poor", not much room to play with. Consider adding a box or something here; http://images.akamai.steamusercontent.com/ugc/491275750283579839/9410D9BDB5DABC6B407DB7703A132FD7A5E822AF/
    For example, Xbox on Bsite dust2 makes that bombsite so much better, both for CT and T, because you can play every angle on it, It's fun with something that you can run around, like quad on cache, or your own B site. 
  5. Like
    Bodd Jonar reacted to Squad in [CS:GO]de_thrill   
    Hello there!
    We've been working on this for a while now and we want to start sharing some progress. Everything is still very much WIP, but we'd be happy to get any and all C&C we can get.
    Some info about the map: it's being worked on by @BubkeZ, @Yanzl and myself. It is build from the 1.6 version that was released by BubkeZ a year ago (Youtube link).
    Originally, @FMPONE took the job to port this map to CS:GO, but due to Santorini he wasn't able to spend enough time to this project.
    Its original name was de_mirage2, but we've chosen to go with a different theme and name.
    Since then we've been hard at work and a lot has changed both visually and layout-wise. Now on to some pictures!





  6. Like
    Bodd Jonar reacted to Aztk in de_oakwood   
    Use official light_environment settings from here:
    https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Sky_List
    Your light is 'too yellowish' and a bit distracting.
  7. Like
    Bodd Jonar reacted to will2k in De_forlorn WIP   
    The modular props of the new Nuke are a joy to work with; granted, the work of assembling them is tedious and time-consuming but the results will leave a grin on your face. You can virtually come up with any shape you desire especially with pipes, electrical wiring, rails, curbs and vents
    Spent most of last week switching most of the props and textures on Forlorn into the new ones from Nuke (still WIP).


     
  8. Like
    Bodd Jonar got a reaction from Tyker in [WIP] de_meat [Looking for gameplay feedback]   
    Valve has so much money but won't spend a dime on keeping the community in check, it's a big joke. Before I started playing PC I thought Valve was the best developer since their games was given so much love, well I don't think that anymore. Sure they do a lot of good stuff like operations, SDK support etc, but their customer support is a punch in our face. 
    That this hasn't been solved yet is not only sad, it's pathetic even, spend some money on the community ffs. 
     
    on topic: I don't think that's how you are "supposed" to do it, look at this thread etc: https://www.reddit.com/r/GlobalOffensive/comments/46erxf/the_new_radar_is_really_good/
    It will look really weird if you just remove the rest of the map from the minimap when you go down to A. What about teammates that are not down there, they will just be in the dark?
  9. Like
    Bodd Jonar got a reaction from Vorontsov in [CS:GO] de_aftermath (WIP)   
    I don't really like the theme you are going for. Depressing brick buildings with pale interiors. I recommend that you spend some time on google and find a good theme, something a little happier, it is the very first step that you should take if you have a basic layout. 
  10. Like
    Bodd Jonar reacted to will2k in De_forlorn WIP   
    Bombsite B...coming along nicely

  11. Like
    Bodd Jonar reacted to will2k in de_nuke - A revised optimization system   
    The new Nuke
    On February 18, 2016, Valve released the new revamped de_nuke. Alongside the map came several visual improvements to CSGO as well as a bunch of high resolution textures and models.
    The map is heavily detailed both with brushes and props and Valve managed to pull a pretty decent optimization job on it. Despite the hi-res content that includes materials with 2 normal maps, specular maps, detail maps and phong, Valve made cheap versions of the textures as well as low poly models of the props to be used for distant places in the unplayable parts of the maps. This fact coupled with Valve using hint brushes, areaportals, func_detail and nodraw made the map run decently on a modern gaming rig. However, the open skybox and the huge amount of details around the map were working against it on the fps side.
    Many people were complaining across forums that their fps took a big hit when playing the new Nuke. Driven by scientific curiosity, I wanted to check whether the complaints were valid: did Valve pull a sloppy job when optimizing Nuke or is it down to the players’ computers being low to mid-range and not coping with the new map/CSGO changes?
    The revised optimization system
    Since I know “nothing” about optimization , I decided to take a look at the map.
    I deleted all the hint brushes placed by Valve and rebuilt my own hint system from scratch consisting of vertical, horizontal, and corner hints (Valve did not include corner hints). Valve did not add any outdoor areaportal and their system consisted mostly of indoor ones that separated the inside of the plant from the outside. I added a skybox brush atop the big central dome to allow for outdoor areaportal systems to be viable across the map. A new outdoor areaportal system was added. Finally, I added occluders in several places in the outside yard (Valve did not include any occluder). It was a basic optimization job (not fully tweaked) that took around 6 hours (3 hours on Sunday afternoon and 3 on Monday evening) just to test the grounds.
    Due to the sheer size and complexity of the map and the recent changes in the CSGO Hammer compiling tools (vrad), compiling on full final settings was out of the question. I compiled on fast vis and fast rad with “dirty” lighting; the map won’t be as refined as a full-compile one, but it should be enough to give me an idea on the efficiency of the new optimization system versus the stock one of Valve.
    Vbsp = 32 sec, vvis (fast) = 2 sec, vrad (fast, dirty light) = 3 hours and 13 min .
    Vrad on final would have probably taken half a day and vvis on full would have pushed for a full day (I tried full vis for the sake of it and quit after 4 hours where vis was still immobile at portalflow 4).
    Here are the results of the “impromptu” study: on the left is the screenshot showcasing the stock Valve de_Nuke (shipped with the game and certainly compiled on full) while on the right is my own version, de_nuke_will2k, compiled on fast vis and fast rad. Please excuse the black shadow patches in my version as a result of dirty fast lighting from vrad (click for full resolution screenshots).

    CT spawn 1


    CT spawn 2


    CT-mid


    Bombsite A


    Bombsite B


    T-mid


    T spawn 1


    T spawn 2
    Below is a recap of the above figures; I also added the test system specs with CSGO graphic settings.

    The localized fps increase ranged between 5 and 20 fps depending on the problematic map location. To get a rounded average of the fps of almost all the locations in the map, I used the time demo technique (refer to my paper Optimization Testing in Source Engine). For stock Nuke, the average fps was 162 while for my version, the number was 168.
    Conclusion
    Valve did a good job optimizing Nuke albeit not a perfect one. Optimization can still be improved as I demonstrated above and fps can still be increased…but not in big increments as someone would wish for.
    Remember that my version is done in fast vis (basic and rough visibility calculation) and is only more or less a basic optimization job; if I spend more time tweaking the system and adding some more areaportals, hints, and occluders in more strategical places, changing the props fade distance to more aggressive values, and then compile on full, then I would predict another 5-15 average fps increase on top of the 6 above (only a prediction that needs testing to confirm).
    Nuke is the beginning and I suspect all future Valve maps (new or refurbished) will be following the same trend set by the new Nuke: hi-res content, ridiculous amount of details to render at once, open skybox with big sight lines, …
    If you have a low to mid-range PC and you are struggling with Nuke’s fps, my revised optimization system will help a bit but unfortunately, it will not magically increase the fps by 100. I believe it’s about time to consider switching to a better PC; things are going to get worse from now on with newer content (assuming CSGO will remain on the current Source engine).
    Cheers
    Will2k
     
    Edit 1 (February 29): I'm appending one of my detailed replies from below to clear up some misconceptions and confusion many people were having after reading the study. This basically deals with full vis vs fast vis.
    Full vis Vs fast vis
    Hey buddy
    What you suggest will be unneeded, useless, and a total waste of time; too much confusion in the comments posted in this thread, and these are common misconceptions that will probably need me to write an article by itself.
    I’m going to let you in on a little secret (and the viewers too); let’s call it “optimization 601 – masters degree level class”
    If your map is tightly and well optimized (and I mean REALLY, REALLY well), then there is not much of a difference between full vis and fast vis. The gap in fps will be non-existing at all, you will get the same fps. If by any chance the fps will differ, then this difference will be extremely marginal.
    That’s not to say that everyone should use fast vis; If you are a beginner or intermediate level in Source optimization, then never use fast vis because chances are your map in not fully optimized and the fps will take a dip with fast vis (the PVS and the content rendered will be exaggerated).
    However, if you are an expert in optimization and very intimate with visleaves and PVS, then fast vis is as good as full vis when it comes to testing your optimization system. Please check my 2 detailed and in-depth articles on (visleaves) Demystifying Source Engine Visleaves and (PVS) Source Engine PVS - A Closer Look
    The PVS in the fast vis version will be slightly looser than the one in the full vis edition and I emphasize on slightly; we are talking here about some 4-5 additional visleaves at best, and when you took extra care to optimize your map and kept your visleaves in check, then these extra visleaves in the PVS won’t affect your fps in any considerable way. Most of the times, the fps will be the exact same between fast and full or slightly lower in some rare cases (single digit difference at best).
    I personally do not need vvis while building my optimization systems. Vbsp creating the visleaves properly is more than enough; I can calculate the visibility myself and predict the PVS on the fly by using mat_leafvis, mat_wireframe and r_lockpvs, in addition to the portal file in Hammer. A full vis or fast vis will be the same for me once my optimization system is airtight.
    Now if this new found knowledge shook the optimization grounds beneath your feet , then allow me to ease your mind with some solid screenshots and figures to showcase and verify what I just explained.
    I will use my CSGO map cs_calm to demonstrate this effect, and we will need 3 versions of it: the workshop version (March 2015) that is basically a final compile (full vis, full rad), a test version compiled with fast vis and fast rad, and a second test version compiled with fast vis but with full, final rad. These versions are exactly identical, the only difference being the compile parameters.

    In this first screenshot, on the left is the full compile version while on the right is the fast compile. The fps are the same in both versions.
    Let’s check the wireframe shot to get an idea on the PVS and what’s being rendered.

    You can see that the content rendered is the same. The only small difference in the PVS is the area behind the ladder (center of screenshot) where an additional 5 small visleaves are rendered in the fast version. Since my map is fully optimized and these additional visleaves have proper “hallway-end” areaportals, corner hints, no draw, as well as an aggressive props fade distance, the content to be rendered inside them is greatly reduced to just a couple of textured walls that have no impact on the fps.
    Here is another screenshot between the full version and the second test map with fast vis but this time with full, final rad.

    Again, the fps is the same (no surprise here if you understood the concept). The wireframe shot follows.

    Again the PVS and content rendered is basically the same with the additional 5 visleaves for the fast vis; the fps is still the same.
    As I said before, when your map is tightly optimized (as in “will2k’s seal of approval” optimization ), then it doesn’t matter between full or fast vis, you will get pretty much the same fps results and can compare freely. If your map is not 100% optimized, then DO NOT use fast vis at all.
    My study on Nuke is 100% valid even if I did it with fast vis; now you can see why.
    Hope the above cleared things up for you and for people viewing this thread
    I might be tempted to write an new article about the above.
    Cheers
    Note: For all the folks that are confused and have so many misconceptions about vvis, optimization, etc, please read my technical papers and articles about Source optimization in chronological order as they appear in my signature below.
    (For the guys confused about hints and fast vis in the posts, vvis has nothing to do with implementing your optimization setup, that's vbsp's job - vvis simply calculates the visibility between your leaves and creates the PVS. vbsp is the one responsible for translating your hints, areaportals, nodraw, func_detail etc into visleaves cuts during the compile). Again, read my papers and all this is explained in great details
    EDIT 2 (April 22): Adding a link to my latest article titled Source FPS Cost of Cheap and Expensive Assets.
    It should shed some more light on the effect of expensive assets on Source optimization and highlight the effect on frame rate drop that was evident in the new de_nuke (high amount of expensive props/textures in the playable area).
     
  12. Like
    Bodd Jonar reacted to JSadones in CS:GO - Link   
    Hey, quick update to show that I'm still working on it !
    Thank you all for the feedback, I have implemented changes for all addressed topics. Layout and bombsite are changed and I'm starting to detail some areas.
    I'm currently working towards a playtest.


     
    PS: Yes I'm still using content from cs_agency, they will be removed later. This map is a product of me learning how to use all tools of making a level in CS:GO. Including 3D modelling.
  13. Like
    Bodd Jonar reacted to 'RZL in Counter-Strike: Global Offensive   
    sky_csgo_night02
  14. Like
    Bodd Jonar reacted to PogoP in WIP in WIP, post your level screenshots!   
    Haven't posted up here in a while, thought I'd check in! Here's a lil vid of a scene I've been working on. Wanted to push the VFX/audio side a little bit (only a bit.. Hah) on this project. It's a 'The Thing' inspired Xcom environment. Not meant to be seen from this angle but hey ho!
  15. Like
    Bodd Jonar got a reaction from will2k in [WIP] de_meat [Looking for gameplay feedback]   
    Valve has so much money but won't spend a dime on keeping the community in check, it's a big joke. Before I started playing PC I thought Valve was the best developer since their games was given so much love, well I don't think that anymore. Sure they do a lot of good stuff like operations, SDK support etc, but their customer support is a punch in our face. 
    That this hasn't been solved yet is not only sad, it's pathetic even, spend some money on the community ffs. 
     
    on topic: I don't think that's how you are "supposed" to do it, look at this thread etc: https://www.reddit.com/r/GlobalOffensive/comments/46erxf/the_new_radar_is_really_good/
    It will look really weird if you just remove the rest of the map from the minimap when you go down to A. What about teammates that are not down there, they will just be in the dark?
  16. Like
    Bodd Jonar reacted to will2k in De_forlorn WIP   
    The map will have subtle coloring and hints to allow players to know their location and whereabouts on the fly.

    You noticed in the previous screenshot the blue color and sector C (in CT corridor), now we have red color and sector T (in T corridor)
    Hope this will also be useful for callouts
  17. Like
    Bodd Jonar reacted to Logic in What's going on with your life?   
    Today I signed the papers for my first real job (as a programmer)!  Starting date february 15th!
  18. Like
    Bodd Jonar reacted to will2k in De_forlorn WIP   
    After nearly 2 months of extended break (holidays and whatnot), I resumed work on the map.
    Started detailing CT spawn

  19. Like
    Bodd Jonar reacted to leplubodeslapin in What's going on with your life?   
    Hello, hello, hello.
    Just wanted to keep you "up to date" about my internship, even if it isn't related to the game industry.
    Things have been fine since i've chosen the concepts for my drone design (which must be able to work on the ground, in the air and on water). I'm trying to adapt it for 3d printing, because we're going to buy one 3d printer and the mockup must be made with it (most of the parts). Si that's exciting, i hope it will be a great object in the end (with motors, captors, propeller, switchs, battery... Nice stuff :p).
    In terms of technical knowledge, they love my job, they are really glad to see this project finally moving forward like... A lot! So that's why they told me they wanted to hire me, and that 1 spot was open in the place i'm currently working at (a full time job i mean), but that there was already a colleague of mine trying to get the job. That annoyed me a lot because we're sort of friends. I asked the boss to speak with him during the week, i told him about the fact that i really like working here, about my future projects of trying to work on a videogame one day... And he told me they would hire both of us, that i'm hired to work as a mechanical engineer at the end of my internship and that he would like me to start a project with 3d or videogames involved, something they call "serious game". I don't really think i'll be ever able to work on a game here but that's an interesting idea
    Anyway, in any case i'm really glad to start my career here, as a mechanical design engineer first and then i'll see. Thanks for reading
  20. Like
    Bodd Jonar got a reaction from Sprony in What's going on with your life?   
    Got the highest grade in two courses in a row now and started going to the gym. My diet is working like a charm and my stomach feels better, but it will take weeks before I know for sure how my gut handles it. Soon I have caught up with school, so tired of being behind. But for the first time in months I feel like everything in life is moving forward, each day is a step forward. 
    A mixed feeling of happy but also extremely stressed. 
  21. Like
    Bodd Jonar got a reaction from ChA1NsAw in What's going on with your life?   
    Got the highest grade in two courses in a row now and started going to the gym. My diet is working like a charm and my stomach feels better, but it will take weeks before I know for sure how my gut handles it. Soon I have caught up with school, so tired of being behind. But for the first time in months I feel like everything in life is moving forward, each day is a step forward. 
    A mixed feeling of happy but also extremely stressed. 
  22. Like
    Bodd Jonar got a reaction from jackophant in What's going on with your life?   
    Got the highest grade in two courses in a row now and started going to the gym. My diet is working like a charm and my stomach feels better, but it will take weeks before I know for sure how my gut handles it. Soon I have caught up with school, so tired of being behind. But for the first time in months I feel like everything in life is moving forward, each day is a step forward. 
    A mixed feeling of happy but also extremely stressed. 
  23. Like
    Bodd Jonar got a reaction from Vaya in What's going on with your life?   
    Got the highest grade in two courses in a row now and started going to the gym. My diet is working like a charm and my stomach feels better, but it will take weeks before I know for sure how my gut handles it. Soon I have caught up with school, so tired of being behind. But for the first time in months I feel like everything in life is moving forward, each day is a step forward. 
    A mixed feeling of happy but also extremely stressed. 
  24. Like
    Bodd Jonar got a reaction from TheOnlyDoubleF in What's going on with your life?   
    Got the highest grade in two courses in a row now and started going to the gym. My diet is working like a charm and my stomach feels better, but it will take weeks before I know for sure how my gut handles it. Soon I have caught up with school, so tired of being behind. But for the first time in months I feel like everything in life is moving forward, each day is a step forward. 
    A mixed feeling of happy but also extremely stressed. 
  25. Like
    Bodd Jonar got a reaction from leplubodeslapin in What's going on with your life?   
    Got the highest grade in two courses in a row now and started going to the gym. My diet is working like a charm and my stomach feels better, but it will take weeks before I know for sure how my gut handles it. Soon I have caught up with school, so tired of being behind. But for the first time in months I feel like everything in life is moving forward, each day is a step forward. 
    A mixed feeling of happy but also extremely stressed. 
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