JorisCeoen Posted October 5, 2019 Report Posted October 5, 2019 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.
Radix Posted October 6, 2019 Report Posted October 6, 2019 (edited) 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 October 11, 2019 by Radix Squad, JorisCeoen, Anduriel and 4 others 1 6
untor Posted November 8, 2019 Author Report Posted November 8, 2019 DazRave, El Moroes, Lefty and 27 others 19 11
untor Posted November 9, 2019 Author Report Posted November 9, 2019 new swamp trees set new ivy set mr.P, Roald, DutchCrazyGamer and 25 others 19 9
cruptor Posted November 10, 2019 Report Posted November 10, 2019 damn i want to suck on those ivy leafs blackdog 1
JorisCeoen Posted November 10, 2019 Report Posted November 10, 2019 Looks like that Ivy was made with GrowFX, correct?
untor Posted November 10, 2019 Author Report Posted November 10, 2019 31 minutes ago, JorisCeoen said: Looks like that Ivy was made with GrowFX, correct? Not, that's my remesh from props of UE4
JorisCeoen Posted November 10, 2019 Report Posted November 10, 2019 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!
untor Posted November 10, 2019 Author Report Posted November 10, 2019 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 Squad, mr.jogurt, mr.P and 2 others 5
untor Posted November 13, 2019 Author Report Posted November 13, 2019 (edited) 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 November 13, 2019 by untor CuervoSp, a Chunk, mr.jogurt and 24 others 15 12
NikiOo Posted November 15, 2019 Report Posted November 15, 2019 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
Vanx Posted November 17, 2019 Report Posted November 17, 2019 like the textures, the props, like everything. Cant await to play it
untor Posted January 10, 2020 Author Report Posted January 10, 2020 Quote “Don't be so gentle, take off your shoes and shove your feet in the water! Crocodiles are no longer found here” - Phoenix Connexion Roald, zombi, MadsenFK and 27 others 26 4
xsanE- Posted January 10, 2020 Report Posted January 10, 2020 Can't wait to just run around the finished version and be in awe of all the amazing work that has been put into this map ABYS1 and Gawshaark 2
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