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I am curious to know about the benefits of autocombining props. I know Dust2 uses literally almost exclusively this feature for its props, but I just don't understand what it does. The only possible use I know for it is if you have lots of grass props and stuff like that, you can easily combine them to make a single prop and save on having each seperate prop_static entry being calculated seperatly... but in Dust2 I've discovered that sometimes 3 or even 2 props are being combined and there would literally be no reason to do it, as far as I can tell.

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On 10/6/2019 at 1:01 AM, JorisCeoen said:

I am curious to know about the benefits of autocombining props. I know Dust2 uses literally almost exclusively this feature for its props, but I just don't understand what it does. The only possible use I know for it is if you have lots of grass props and stuff like that, you can easily combine them to make a single prop and save on having each seperate prop_static entry being calculated seperatly... but in Dust2 I've discovered that sometimes 3 or even 2 props are being combined and there would literally be no reason to do it, as far as I can tell.

It's about "draw calls". Many small props mean many performance-eating draw calls. The static prop combine feature merges multiple props into a single big prop, which is less performance-hungry.

Combining very few props may not make much sense (rendered geometry vs draw calls?), but that's because it's done automatically. All in all it's still an improvement. Valve has stated that Nuke runs 40% faster after they implemented static prop combine.

@untor showed me how to use the autocombine feature and we will post a short guide soon...

 

Edit: Here it is...

https://www.mapcore.org/articles/tutorials/static-prop-combine-in-csgo-r111/

Edited by Radix
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29 minutes ago, untor said:

Not, that's my remesh from props of UE4  

Oh I see. So this is from the UE4 store (or something like that?). In that case it's still likely that this was made with GrowFX. It just looks so much like how that plugin works ? interesting! Hadn't actually heard of people using UE4 for Source before. Great work on those assets man!

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29 minutes ago, JorisCeoen said:

Oh I see. So this is from the UE4 store (or something like that?). In that case it's still likely that this was made with GrowFX. It just looks so much like how that plugin works ? interesting! Hadn't actually heard of people using UE4 for Source before. Great work on those assets man!

Content from unreal for me are a subject of study.  So I'm trying to learn from the experience of more professional artists.  I do not make a content port, but I create my content based on the result of the study

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Swamp


Recently, there have been quite a few different publications, but no new spaces have been shown. I was focused on modeling and texturing filling objects, specifically vegetation. This is important, since vegetation plays an important role on this map.


What about the gameplay. I try to stick to the original layout. In my opinion, it is quite successful, and now I am only working on the space.
On the screenshots, you can see the updated T side, mid and spawn T. The screenshots do not show the final result, but they allow you to understand in which direction I'm moving.


What's left:
- Middle, CT side, and hangar (connector between bombsites)
- Optimization (now in some places there is a drope fps at bombsite A)
- The background
- Final refinement of timings

Edited by untor
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This is giving me some Uncharted 4 vibes. Looks absolutely incredible! I never thought source could be pushed so far with regards to realistic vegetation but this proves me wrong. All it needs is some more personality.

On 11/13/2019 at 4:32 AM, untor said:

- Final refinement of timings

?

 

 

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