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Posted

Speaking of Canals...:D

We already know Valve hates the number "3" and proper customer support/service; we can add to that list: corner hints :shake:

This is CT spawn in "canals"

ji6HWYB.jpg

Locking the PVS

cqvYm6R.jpg

Most of the areas around A should not be drawn.

- Another example from the docks/gondola area near B entrance

awPvVAD.jpg

Again, locking the PVS

nUq7E6r.jpg

The whole canal in B is rendered nearly all the way back

1U4MYy9.jpg

Areas facing A are also rendered

A couple of well placed corner hints would eliminate this over-rendering and help shave up some precious frames where it's really dropping in those areas mentioned.

Valve went for areaportals and occluders aggressively and rightfully (just check r_drawportals and r_visocclusion) which is a good thing for maintaining the fps in check all around, but they neglected the easiest and less costly solution to further reduce the PVS and increase frame rate.

Map looks visually cool though and the new modular assets are a joy to work with just like the nuke's one before (and not a minute late to fit for my new map's theme :v)

Posted
On 31.3.2017 at 9:30 PM, will2k said:

Speaking of Canals...:D

 

Valve usually is interested on "how good it runs" instead of "how it can run the best". This is not the first map that has framerate issues on newer machines, but it isn't as bad as overpass was when it arrived. Overpass also consumed 10% more cpu on servers whenever it was on compared to the other maps. Placing hint/skips has become tiresome, if the frames run acceptable levels to them, they do not use them much.

Posted (edited)

Concerning the 'shader rework to provide better lighting' - did they give out any documentation meanwhile?

Because I'm still having lighting problems. Wanted to update my austria map (some minor fixes/optimization), but (as already mentioned above) it looks 'different' after compiling now, and I won't publish like this.

example:

before:

k95vk57.jpg

after:

w1a8lYz.jpg

Some prop lighting changes obviously. Static lighting (per 'light', or 'light_spot' entity) has a different impact on world brushes/displacements in contrast to models. (Look at the curbs or the restaurant window for example.) -> props are much brighter now

Looks pretty inhomogenous now.

Any ideas? Maybe my fault?

Edited by Radix
Posted
9 minutes ago, Radix said:

Concerning the 'shader rework to provide better lighting' - did they give out any documentation meanwhile?

Because I'm still having lighting problems. Wanted to update my austria map (some minor fixes/optimization), but (as already mentioned above) it looks 'different' after compiling now, and I won't publish like this.

example:

before:

k95vk57.jpg

after:

w1a8lYz.jpg

Some prop lighting changes obviously. Static lighting (per 'light', or 'light_spot' entity) has a different impact on world brushes/displacements in contrast to models. (Look at the curbs or the restaurant window for example.)

Looks pretty inhomogenous now.

Any ideas? Maybe my fault?

You could tweak the RGB values on those models to get them looking roughly the same as before (since it appears that all you really want to do is darken them)

BTW, helpful tip for tweaking RGB values across the map: you don't have to recompile. Doing "entity only" compiles is sufficient. Saves a ton of time.

Posted
1 minute ago, FMPONE said:

You could tweak the RGB values on those models to get them looking roughly the same as before (since it appears that all you really want to do is darken them)

Yeah, I guess I will have to do this. But as soon as I'm done with this, they will probably publish a hotfix. :v

Just asking because I wanted to be sure that it's a feature (maybe faster calculation for more fps or something?) and not just a bug...

 

Posted (edited)
On 29/03/2017 at 9:50 PM, RivFader said:

So apparently David Johnston was involved in the creation of De_Canals, at least according to the Wiki. That's interesting.

 

Also, Valve just changed quite a bit on Militia. I like that they try to improve the Non-Active Group maps now; even if they are not viable in competitions they are still part of CS history and deserve to be polished and fixed.

I would be surprised, he doesn't touch maps anymore, nor do I think he wants to.

I'm 99% certain he has had nothing to do with De_Canals unless it's based on a very old map. I'll ask him tomorrow.

Edited by Vilham
Posted

Valve haven't released any documentation for the new shader stuff, but I found some new parameters in Hammer and -tools material editor.

In Hammer you can add -staticpropbounce to vrad and there's a new setting in prop_static for bounced lighting, but don't really know if it works or not.

As far as the new vmt parameters go, you can now have 2 envmapmasks and 2 detail textures for blend materials. There's also a new system for adjusting the blend border. On VertexLit they added a seperate tint mask that can also specular mask in the red channel. 

I already implemented this stuff in VMT Editor https://github.com/Gira-X/VMT-Editor/releases/tag/v1.3.4 

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