jackophant Posted June 4, 2015 Report Posted June 4, 2015 @Squad It is your duty to write such an article. I'm sure you have plenty of time seeing as you can't take part in this competition Jpon9, El_Exodus and Squad 3 Quote
Vilham Posted June 4, 2015 Report Posted June 4, 2015 Was more looking for the dressing/architecture, not individual props. An article would be awesome. Squad 1 Quote
Squad Posted June 5, 2015 Author Report Posted June 5, 2015 @Squad It is your duty to write such an article. I'm sure you have plenty of time seeing as you can't take part in this competition yeah, because I'm not working on anything atm RivFader, Simonay, General Vivi and 2 others 5 Quote
'RZL Posted June 6, 2015 Report Posted June 6, 2015 yeah, mirage2 can totally wait we need this article! Vaya, Jpon9, El_Exodus and 3 others 6 Quote
Adam108CZ Posted June 10, 2015 Report Posted June 10, 2015 A Tips & tricks video, but contains also some (probably) unintended boost spots and other stuff Squad 1 Quote
laminutederire Posted June 13, 2015 Report Posted June 13, 2015 @Squad your level is kinda "open", with a lot of space only used for nades (windows etc ), what's your secret for its optimization ? It amazes me how smooth it runs, considering that fact! Quote
Squad Posted June 13, 2015 Author Report Posted June 13, 2015 In a nutshell: hint brushes, areaportals, model draw distances and big lightmaps It's generally a good idea to place large horizontal hint brushes in your map that cover the whole map and are 128 units from each other. Like the picture below.If you want more information about that (and other techniques) you should read will2k's Man vs Engine, which is pretty much a must-read for everyone working with the Source engine. Grab it here! Vaya 1 Quote
laminutederire Posted June 13, 2015 Report Posted June 13, 2015 In a nutshell: hint brushes, areaportals, model draw distances and big lightmaps It's generally a good idea to place large horizontal hint brushes in your map that cover the whole map and are 128 units from each other. Like the picture below.If you want more information about that (and other techniques) you should read will2k's Man vs Engine, which is pretty much a must-read for everyone working with the Source engine. Grab it here! Thanks I've already read that, but I suppose I'll re read it, because I must have missed some things. Thanks for the answer. By the way, does this also mean that everything above possible sightlines is func_detail? The only thing that will2k didn't covered, is how to optimize levels with curves, which can be a limit of the source engine.. On a side note, I do have to admit, that while I am trying to transform my map to be as realistic as yours in the sense that it wouldn't be just corridors etc, I realize that it requires a real talent. A talent you seem to have, being able to do it greatly in this map. So.. yeah, impressive work looking forward to the next one by the way! Squad 1 Quote
Squad Posted June 13, 2015 Author Report Posted June 13, 2015 Thanks I've already read that, but I suppose I'll re read it, because I must have missed some things. Thanks for the answer. By the way, does this also mean that everything above possible sightlines is func_detail? The only thing that will2k didn't covered, is how to optimize levels with curves, which can be a limit of the source engine.. On a side note, I do have to admit, that while I am trying to transform my map to be as realistic as yours in the sense that it wouldn't be just corridors etc, I realize that it requires a real talent. A talent you seem to have, being able to do it greatly in this map. So.. yeah, impressive work looking forward to the next one by the way!Thanks for the compliment If by "everything above possible sightlines" you mean whatever is above the highest horizontal hint brush, then yes, you can probably func_detail all of that. Basically, everything that doesn't act as a VIS blocker should be a func_detail or displacement (or model).Curves should be either func_detail or models. Unless a curved/angled solid acts as a VIS blocker, but then you can either func_detail it and put a rectangular brush (with nodraw texture) inside it (pic 1) or (if that isn't possible) you can put a rectangular hint brush around it (pic 2).I hope that makes any sense. If not, here are some examples from zoo that wil hopefully explain it better. 1488, Jpon9 and Freaky_Banana 3 Quote
laminutederire Posted June 14, 2015 Report Posted June 14, 2015 @Squad I didn't think about no-draw brushes like that, that's clever! Because curves sometimes cannot be either func_detail or models because you'd want them to seal the map, but your method allow that, so thanks!So far I tried to place hints to fit curves, sometimes it has the effects that it does not create any unwanted visleaves, thus simplifying a lot visibility calculation, but it does not work every time. If I learn the logic I'll share because it could be pretty useful Squad 1 Quote
hamilton5 Posted June 15, 2015 Report Posted June 15, 2015 brushes? hidden brushes are op http://imgur.com/OLnF4fE ! Quote
Squad Posted June 15, 2015 Author Report Posted June 15, 2015 brushes? hidden brushes are op http://imgur.com/OLnF4fE !What? Vorontsov 1 Quote
Klems Posted June 16, 2015 Report Posted June 16, 2015 (edited) Because curves sometimes cannot be either func_detail or models because you'd want them to seal the map, but your method allow that, so thanks!So far I tried to place hints to fit curves, sometimes it has the effects that it does not create any unwanted visleaves, thus simplifying a lot visibility calculation, but it does not work every time. If I learn the logic I'll share because it could be pretty useful It's important to keep in mind which curves and part of the map are supposed to block visibility. This is on radiant, pink is the equivalent of nodraw for the Quake 3 engine.Without the brush highlighted in blue, the room a might be rendered from the room b, and vice-versa. Adding other brushes to fit the curve more closely is completely pointless in this case, only 1 brush is really needed. It's easier to think about sightlines, which part of the map can you see from somewhere, etc.Almost all of your map should be either func_detail or nodraw/sky brushes. Textured brushes are for big/cube-shaped/straight buildings only. Edited June 16, 2015 by Klems Freaky_Banana and Squad 2 Quote
CompoSITe Posted July 8, 2015 Report Posted July 8, 2015 Map looks nice but I am not a fan of how narrow the paths are. Squad 1 Quote
Radix Posted January 25, 2019 Report Posted January 25, 2019 Time to bring back another old thread... Nice to have de_zoo back! Squad, T-Rexer and esspho 3 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.