leplubodeslapin Posted January 19, 2015 Report Posted January 19, 2015 Can you upload your vmf on another website please ? I'm sorry but mediafire doesn't work here, i don't know why ... Quote
Vilham Posted January 19, 2015 Report Posted January 19, 2015 Auto vis groups splits func_detail and props anyway Quote
Vaya Posted January 19, 2015 Author Report Posted January 19, 2015 http://www.megafileupload.com/en/file/600532/de-solution-vmf.html Quote
Vaya Posted January 20, 2015 Author Report Posted January 20, 2015 (edited) okay leplubodeslapin looked at the map last night and found massive inherent flaws with how the map was build: overlapping brushes misaligned brushes brushes mainly built on a grid of 1 lots of offgrid work. I've decided to leave this one here and go to a simple AIM map and then come back to this .vmf. See if it's fixable, if not I'll start again at greybox and do it right. Edit- Thanks again to leplubodeslapin Edited January 20, 2015 by Vaya leplubodeslapin 1 Quote
Vaya Posted January 29, 2015 Author Report Posted January 29, 2015 (edited) How do you guys the balance between open skybox vs closed but optimised right? I want to keep the numportal count as low as possible but also don't want a limiting skybox... Edited January 29, 2015 by Vaya Quote
El_Exodus Posted January 29, 2015 Report Posted January 29, 2015 I don't know how the pros in here are handling this, but for the moment i keep my skybox completely open over the map itself, and close it right behind the surrounding walls of the map. I hope you see what i mean: Quote
Vaya Posted January 29, 2015 Author Report Posted January 29, 2015 yeah it seems the most suitable for counterstrike http://www.optimization.interlopers.net/index.php?chapter=notices 1 and 4 here would stop all nades over the tops of buildings. Quote
Vilham Posted January 29, 2015 Report Posted January 29, 2015 I have never been sure about that, if you look at valves maps they block off all edges quite aggressively, that leads me to believe nades will go through skybox texture. Quote
El_Exodus Posted January 29, 2015 Report Posted January 29, 2015 (edited) [...] that leads me to believe nades will go through skybox texture. Nah, blocking off nades. If you look at Dust 2, you can't throw nades from double doors long to short. Edited January 29, 2015 by El_Exodus Quote
Vaya Posted January 29, 2015 Author Report Posted January 29, 2015 Yeah nades don't go through the skybox, unless there's a entity flag I've missed somewhere. Quote
jackophant Posted January 29, 2015 Report Posted January 29, 2015 I keep my skybox open as I block out and test, but I then start bringing it in tight. Like you I don't want nades to be restricted, but I'm finding it hard to work out which angles are overpowered (like dust2 long/short) and are worth covering. Don't they also block geometry? As my map is on a hill, you can look up as T and see the stupas as a landmark to travel towards. A skybox would block that no? Unless I stuck them in the 3d skybox I suppose... But then they aren't THAT high either. meltdown.exe Quote
Vaya Posted January 29, 2015 Author Report Posted January 29, 2015 yeah they block geometry. I have a building you can see from the majority of the map (needs to be a world brush as the windows are breakable.) Nodraw -also usable as a seal- doesn't block geometry but seems to cause weird visual flickering at times. Paint mockup of before and after of what i'm going to need to do. I don't think it'll cause too many issues with numportals as long as I keep the new area created as simple geometrically as possible and put hint/skip where the skybox brush used to be. Quote
Vaya Posted January 29, 2015 Author Report Posted January 29, 2015 yeah they block geometry. I have a building you can see from the majority of the map (needs to be a world brush as the windows are breakable.) Nodraw -also usable as a seal- doesn't block geometry but seems to cause weird visual flickering at times. Paint mockup of before and after of what i'm going to need to do. I don't think it'll cause too many issues with numportals as long as I keep the new area created as simple geometrically as possible and put hint/skip where the skybox brush used to be. Finished this and compiled before 681 numportals after (finished greybox of my remake of the map at the start of the thread) 768 numportals. Quote
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