Michael Greenwood Posted June 16, 2015 Report Posted June 16, 2015 I've been learning the hammer tool recently and have been building a CS:GO map and been having a lot of fun with it. I have a main layout all built using dev textures, but have a couple questions:- I've been optimizing rotation times and engagement times for the two bomb sites, but every time I make changes I have to wait quite a few minutes for it to compile. Is there some sort of incremental compile or way to make it quicker with just small edits/adding props/lighting etc.?- I don't really understand when to use func_detail.- How do I add no draw to the outside of brushes, is it placed there as another brush on top or..?Thanks for any help! Quote
Grillet Posted June 16, 2015 Report Posted June 16, 2015 (edited) 1. Use the Run Map in Expert mode and set the configuration to Fast. https://developer.valvesoftware.com/wiki/Hammer_Run_Map_Expert2. Read more about func_detail here: https://developer.valvesoftware.com/wiki/Func_detail I can't really explain it myself Personally I rarely use it in the blockout stage of a map, but as much as possible should use func_detail in the end.3. Use the Face Edit sheet. Either press the button for it in the left toolbar or Shift+A to open it. Press Browse and search for Nodraw and then select it. Then, with the Face Edit Sheet window open, select any faces on the brushes you want to be nodraw and then press Apply. Read more about it here: https://developer.valvesoftware.com/wiki/Hammer_Face_Edit_Dialog Edited June 16, 2015 by Grillet Quote
Michael Greenwood Posted June 16, 2015 Author Report Posted June 16, 2015 1. Use the Run Map in Expert mode and set the configuration to Fast. https://developer.valvesoftware.com/wiki/Hammer_Run_Map_Expert2. Read more about func_detail here: https://developer.valvesoftware.com/wiki/Func_detail I can't really explain it myself Personally I rarely use it in the blockout stage of a map, but as much as possible should use func_detail in the end.3. Use the Face Edit sheet. Either press the button for it in the left toolbar or Shift+A to open it. Press Browse and search for Nodraw and then select it. Then, with the Face Edit Sheet window open, select any faces on the brushes you want to be nodraw and then press Apply. Read more about it here: https://developer.valvesoftware.com/wiki/Hammer_Face_Edit_Dialog Thank you very much! This is exactly what I was looking for. (Well except #2, but the impression I am getting while reading around is you use it when it makes sense and will come with experience). For No Draw, should it be applied to all sides except the top one with something like a floor? For example if I have a 200 wide x 400 long x 8 tall path with walls - should no draw be applied to all faces but the surface the player walks on, or just the main underside? Quote
Vaya Posted June 16, 2015 Report Posted June 16, 2015 For No Draw, should it be applied to all sides except the top one with something like a floor? For example if I have a 200 wide x 400 long x 8 tall path with walls - should no draw be applied to all faces but the surface the player walks on, or just the main underside? All sides that can't be seen by the player. Quote
jackophant Posted June 16, 2015 Report Posted June 16, 2015 (edited) the quickest, easiest method for nodraw is apply it to everythingthen using the face edit tool, only texture the faces that are visible to the playerbasically, with func_detail, you want your rooms to be as square as possible. Any brush work that stops that by jutting out, you want to func_detail it otherwise it creates longer compiles (incrementally across the whole map and depending on the complexity of the object).If you refer to the stickied post in the mapore contest, it has everything you need to help you, especially if you want your map to take part in the contest Edited June 16, 2015 by jackophant Michael Greenwood 1 Quote
Michael Greenwood Posted June 16, 2015 Author Report Posted June 16, 2015 the quickest, easiest method for nodraw is apply it to everythingthen using the face edit tool, only texture the faces that are visible to the playerbasically, with func_detail, you want your rooms to be as square as possible. Any brush work that stops that by jutting out, you want to func_detail it otherwise it creates longer compiles (incrementally across the whole map and depending on the complexity of the object).If you refer to the stickied post in the mapore contest, it has everything you need to help you, especially if you want your map to take part in the contest Ahh, I didn't look there because I don't plan on entering the contest. I'm taking this slow and steady. This answers all the questions I have so far, thanks! Quote
jackophant Posted June 16, 2015 Report Posted June 16, 2015 Yeah, it was added ad hoc for the contest, perhaps post competition it will can moved.I hope it helps Quote
Vorontsov Posted June 17, 2015 Report Posted June 17, 2015 Hey guys, I didn't feel like making a new unecessary thread.Does anybody know what causes the overlays to go black in certain areas? Quote
Vaya Posted June 17, 2015 Report Posted June 17, 2015 did you alt tab? that causes this some times. DooM 1 Quote
Vorontsov Posted June 17, 2015 Report Posted June 17, 2015 did you alt tab? that causes this some times.Not really, also this is running on high+ settings, I always play on lowest when I'm not checking out the aesthetics of my map and on lowest + a lower resolution it all seems fine Quote
Michael Greenwood Posted June 17, 2015 Author Report Posted June 17, 2015 Since this seems like a good general beginner question thread:I am trying (and failing so far) at finding a good tutorial for building natural terrain/displacements with textures. I would greatly prefer it to NOT be a video tutorial, but will accept anything if that is what is available. Thanks! Quote
NihiL Posted June 17, 2015 Report Posted June 17, 2015 (edited) If this is going to become a general Q and A thread, I have 2 questions:1.) Some decals, when I put them down with the overlay tool, flicker in Hammer. Is there any known workaround/fix for this? It's pretty damn annoying when I want to align them and have to move the camera to even get the full decal to show up in the 3D view.2.) I used to do a full compile in expert mode (the preset with "(slow!)" in the name) and that would take ~2 hours for VVIS alone on ~4k portals. End result was good, my map ran well as it should. Then, for testing purposes, I've done a number of compiles on FAST VIS using the normal page as opposed to the expert page on the F9 dialog. Now when I go to the expert tab again and select the full slow compile preset, VVIS is done suspiciously fast (but not like if it was on FAST, if VVIS is on fast, it goes by within seconds, right now it's 10-15 minutes for 3.5k portals) and I get some pretty big optimization issues/FPS drops. Has anybody ever come across this issue? Can anybody recommend good render parameters for final shipping?Thanks ahead of time. Edited June 17, 2015 by NihiL Quote
ElectroSheep Posted June 18, 2015 Report Posted June 18, 2015 You have to put VVIS on fast for a better optimization. When it's on fast, the partals are drawn but there is no visibility calculation between them. If you want to reduce the VVIS compilation time, you need to reduce the number of portal. 3500 seems a bit too many to me. For the decals, are you sure you are using decal ? this happen when you use textrure that are not made to be a decal. DooM 1 Quote
FireWarp Posted June 18, 2015 Report Posted June 18, 2015 Have you tried using normal mode? Although there isn't really a difference between expert and normal when it comes to vvis, but that might fix it. Quote
laminutederire Posted June 18, 2015 Report Posted June 18, 2015 @NihiL If you haven't done so yet, optimize your map, that should fix a lot of things. Once upon a time I didn't optimized my maps, the result : 2-3h to compile. Now that I've learned to optimize, it takes less than 5 minutes on the same maps and fps is consistently better in game. That's when I knew how huge it makes a difference. (However, I'm not saying an optimized map always takes a few minutes to compile, but when it take an hour or so, it is when it is as polished as operation maps, for instance.) Quote
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