DvS Posted May 25, 2008 Report Posted May 25, 2008 use models Don't got time to learn a new tool :S some crazy shit right there. i want to see ingame screens! My anisotropic filtering is stuck to bilinear so it looks like ass You could try to nodraw the unseen brushfaces, I remember something like that from the old hl1 times. Do faces that get stripped out count towards the MAX_MAP_BRUSHFACES? An overwhelming majority of the faces in the map sit flush against another face and thus get stripped out during compile, haven't bothered to paint it all with nodraw. Quote
dissonance Posted May 25, 2008 Report Posted May 25, 2008 You could try to nodraw the unseen brushfaces, I remember something like that from the old hl1 times.Do faces that get stripped out count towards the MAX_MAP_BRUSHFACES? An overwhelming majority of the faces in the map sit flush against another face and thus get stripped out during compile, haven't bothered to paint it all with nodraw.You could always try using skip. Quote
Nexus Posted May 25, 2008 Report Posted May 25, 2008 it looks nothing special, but you can add some more steps here and there haha Quote
the0rthopaedicsurgeon Posted May 25, 2008 Report Posted May 25, 2008 is there any point in the brush limit? i mapped for CoD before HL2 and everything in that was brush-based. i remember making some prefabs for dods in codradiant before HL2 was even released and once i ported them to source and built the rest of the layout i was already over the limit. i haven't hit it again since i started using models but i don't see why it's there in the first place. you could've increased the height of the steps by 150% (looks like they're 8 units so you could scale them to 12) which would keep most of the smoothness, but it's probably advanced too far to replace every single step by now. Quote
DvS Posted May 26, 2008 Report Posted May 26, 2008 is there any point in the brush limit? i mapped for CoD before HL2 and everything in that was brush-based. i remember making some prefabs for dods in codradiant before HL2 was even released and once i ported them to source and built the rest of the layout i was already over the limit. i haven't hit it again since i started using models but i don't see why it's there in the first place. you could've increased the height of the steps by 150% (looks like they're 8 units so you could scale them to 12) which would keep most of the smoothness, but it's probably advanced too far to replace every single step by now. Actually, sweeping changes aren't that hard to implement, all the steps are segmented into groups and at most I'd have to retexture one of four arms of the pyramid. The problem with that though is that then I'd have to get rid of a lot of detail that is in between. I'll find a solution and then start my own thread, don't want to hog this one Quote
Deathy Posted May 26, 2008 Report Posted May 26, 2008 You exceeded the source brush limit, which is 8192. Interesting building btw. Quote
Seldoon182 Posted May 26, 2008 Report Posted May 26, 2008 Seems I've hit an impasse of sorts. MAX_MAP_BRUSHSIDES In before "over 9000". - Learn to model quickly - Btw you should learn how Vis.exe compile yours .vmf Quote
DvS Posted May 26, 2008 Report Posted May 26, 2008 - Btw you should learn how Vis.exe compile yours .vmf I know how vis works, but that has nothing to do with brush limits or what affects those. Quote
Seldoon182 Posted May 26, 2008 Report Posted May 26, 2008 Sorry but I don't understand the aim of your work... I know how vis works, ... I Hope you will release this only for Sp coz I can't imagine how you're going to optimize this big room for Mp... Quote
DvS Posted May 26, 2008 Report Posted May 26, 2008 I started out accepting that I would probably not be able to visblock with complex geometry like that and it works fine ingame, my computer blows and I still get upwards of 200fps. I know you're trying to help, but my problem doesn't lie with performance or optimization, but with arbitrary limits on how many brushes I can use. If I ever get the brushcount down I'll be using occluders and hints as well as I can, but it's not like the map would slow to a crawl for anyone without such optimizations. Quote
Zeta Posted May 26, 2008 Report Posted May 26, 2008 Displacement brush limit can go get beaten up with a sack of doorknobs. Quote
Seldoon182 Posted May 26, 2008 Report Posted May 26, 2008 If I ever get the brushcount down I'll be using occluders and hints as well as I can, but it's not like the map would slow to a crawl for anyone without such optimizations. I've found a tutorial a while ago which explain you how to convert a brush to a model using XSI but I can't find it... Quote
Jetsetlemming Posted May 26, 2008 Report Posted May 26, 2008 The humble beginnings of what will hopefully be an epic map for Zombie Master. Things left to do: I need to darken the skybox lighting, add nodegraphs, texture and detail the surrounding buildings, make a basic 3d skybox, flesh out the three survivor stronghold buildings, add props and decorations and decals, add player and zombie spawns, traps, buildable barricades, surround the rest of the buildings with sidewalks, add signs, cars, bus stops, tables, bodies, etc. to the streets, add killing fields in the air between the first and second floors of the survivor buildings, and player clip barriers on the side streets and rooftops close to the play area, and add win logic. I've been working a whole two hours so far! Edit: Oh, and find some good public domain'd city textures, the ones that come with Source don't fit the look I'm wanting. Quote
dissonance Posted May 26, 2008 Report Posted May 26, 2008 Are all buildings going to have interiors? Quote
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