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LapnLook

[WIP] de_alps

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I'm thinking about hosting a playtest on thursday at around 17:00 GMT+1 (from my computer in Hungary - Central/Eastern Europe. would that work?) tied in with the beta release which I'd finish up tomorrow. What do you think?

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I'm thinking about hosting a playtest on thursday at around 17:00 GMT+1 (from my computer in Hungary - Central/Eastern Europe. would that work?) tied in with the beta release which I'd finish up tomorrow. What do you think?

You should instead get a playtest here: https://www.mapcore.org/topic/17116-mapcore-csgo-playtesting-40/

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​As well as that, there is also the competition playtesting which you can sign up for here: https://docs.google.com/forms/d/1WeQ3sp1CfBv1mv_n9hjQZV1BZEchJQRr7slxSNAdZic/viewform

Can I apply for this and say that the map will be in a ready state by that time? Just to reserve a timeslot

​As to that, I'm not sure, but as long as your map is ready by the slot, I'm sure there won't be a problem.

 

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​​As to that, I'm not sure, but as long as your map is ready by the slot, I'm sure there won't be a problem.

 

​Well, the things I need to do before releasing a beta:
– add around 10-15 windows/doors to buildings to make the map look a bit more varied
– finish the 3d skybox (question: if a pinetree models top goes outside the skybox on top will it cause a compile error or cut off the top of the tree?)
– fix the goddamn nav mesh... bots never go B cause they can't figure out how to go up stairs that are at a 45 degree angle... it probably is because those are discplacement stairs that have their edges "cut" a bit to make them a bit more realistic

 

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Question: if a pinetree models top goes outside the skybox on top will it cause a compile error or cut off the top of the tree?

​In my experience it will just cut off the top of the tree. I think you only get a compile error if the origin of the model is out of the map, but don't quote me on that one!

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​In my experience it will just cut off the top of the tree. I think you only get a compile error if the origin of the model is out of the map, but don't quote me on that one!

​I'M QUOTING YOU ANYWAY GODDAMNIT :D 
well, I guess then I will just make the skybox high af (pun not intended), I don't know if that would be good for optimization though

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​I'M QUOTING YOU ANYWAY GODDAMNIT :D 
well, I guess then I will just make the skybox high af (pun not intended), I don't know if that would be good for optimization though

​I've got an open skybox on my map (de_muros) and that doesn't seem to cause a big problem. It does mean that the map isn't very optimised but you wouldn't notice it unless it was running on a potato. There are more benefits to an open skybox than a closed one (cool nades etc.) in my experience

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​I've got an open skybox on my map (de_muros) and that doesn't seem to cause a big problem. It does mean that the map isn't very optimised but you wouldn't notice it unless it was running on a potato. There are more benefits to an open skybox than a closed one (cool nades etc.) in my experience

​I always intended to make an open skybox for this very reason, but I planned for it to be like half as high as it will be this way. Also: is there a way to make props smaller? Cause it would be useful to put more pinetrees and stuff in the background.

Edited by LapnLook
question mark was missing

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– fix the goddamn nav mesh... bots never go B cause they can't figure out how to go up stairs that are at a 45 degree angle... it probably is because those are discplacement stairs that have their edges "cut" a bit to make them a bit more realistic

 

​It sounds like you need to fix your stairs rather than the nav mesh. The "standard" (i.e. most used by Valve and long-standing mappers) dimensions for a CS:GO step is 8 units high by 12 units deep, but this is purely visual so if you haven't already you'll want to place a clip brush over the stairs to turn them in to a slope. This will result in a 33 degree angle which the nav mesh should have no difficulty with, and also makes it a smoother ride for the player.

The windows (if they're purely decoration) and skybox aren't really necessary to have in place for a playtest.

Models won't be cut off by the skybox, but depending on where the origin of the model is you may get a leak if they go outside the sealed level, and there's a chance you may get some odd lighting on the bit that sticks out if it's being lit from a point light within the map.

Edit: worked out a more precise angle. Ahh, procrastination.

Edited by text_fish

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​I always intended to make an open skybox for this very reason, but I planned for it to be like half as high as it will be this way. Also: is there a way to make props smaller? Cause it would be useful to put more pinetrees and stuff in the background.

​You can't change the size of models very easily, however there are a few tree models at the right size for the skybox I seem to recall

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​It sounds like you need to fix your stairs rather than the nav mesh. The "standard" (i.e. most used by Valve and long-standing mappers) dimensions for a CS:GO step is 8 units high by 12 units deep, but this is purely visual so if you haven't already you'll want to place a clip brush over the stairs to turn them in to a slope. This will result in more of a 25-30 degree angle which the nav mesh should have no difficulty with, and also makes it a smoother ride for the player.

The windows (if they're purely decoration) and skybox aren't really necessary to have in place for a playtest.

Models won't be cut off by the skybox, but depending on where the origin of the model is you may get a leak if they go outside the sealed level, and there's a chance you may get some odd lighting on the bit that sticks out if it's being lit from a point light within the map.

​1 – it HAS clip brushes but nav_generate ignores clip brushes :( I had to delete parts of the mesh manually cause bots were jumping madly at a fence and stuff
2 – I just want to finally release a beta which I promised a while back would be in June, and I want to finish these for the release
3 – I guess I'll experiment a bit then
 

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​You can't change the size of models very easily, however there are a few tree models at the right size for the skybox I seem to recall

​But not pines :( There are some but they're all black, and the ones that are not are from cobble and they are HUGE. (half of their trunks are underground right now...)

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Nav shouldn't skip tools/toolsclip, but it might skip tools/toolsplayerclip. Or it might be the other way round, I don't quite remember.

​What's the difference between toolsclip and toolsplayerclip?

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