Valve HL2DM Mapping Competition Submission
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Re: Valve HL2DM Mapping Competition Submission
Posted by Crono on Fri Jan 7th at 4:21am 2005


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I first started compiling my map on my second PC (server if you will), and in the final stages it started taking up to 12 hours getting up to %90.
I thought that was rubbish and decided to try it on my main PC, it took under 3 hours for a full compile.
Now for the system specs:

Server: AMD 2600+, 1GIG DDR, VIA KT400A

Mine: INTEL P4 3GHz, 1GIG DDR, Intel 875P

My P4 put the AthlonXP to shame!

I've finished my map and I sent it 2 ago from now, I'll update my map and post the best screenshots tomorrow (going to bed).


cause u got a weak mobo for the AMD amd owns intel
and also intels are for servers not amd


Would you mind if I punched you in the face ... hard?
[addsig]




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Re: Valve HL2DM Mapping Competition Submission
Posted by SuperCobra on Fri Jan 7th at 4:48am 2005


Yeah sure give it ur best shot.
[addsig]




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Re: Valve HL2DM Mapping Competition Submission
Posted by Crono on Fri Jan 7th at 5:09am 2005


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Yeah sure give it ur best shot.


I'll meet you on 10th and Yamhill tomorrow.
[addsig]




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Re: Valve HL2DM Mapping Competition Submission
Posted by Orpheus on Fri Jan 7th at 5:19am 2005


? quoting Crono

? quote:
Yeah sure give it ur best shot.


I'll meet you on 10th and Yamhill tomorrow.

hold it.. it takes me 2.5 days to get there and i have got to see this.. do not start without me.

[addsig]




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Re: Valve HL2DM Mapping Competition Submission
Posted by Yak_Fighter on Fri Jan 7th at 5:26am 2005


? quoting Mouse
Indeed, detail brushes are amazing things. I used them for trims, entire buildings, walkways, stairs. The whole gas station in my map was all detail brushes. Also, the whole broken building, which is actually about 7 or 8 different brushes, is all func_detail.

Detail brushes blow ass. All they do is reduce compile time, which means jack to me at this point. While making my map I determined that they still split faces of other brushes if you line their edges up with the edges of world brushes. I have all these 'detail' trims and rubble that still split up all the faces of the walls and ground around them, so they're pretty worthless in my book.

[addsig]




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Re: Valve HL2DM Mapping Competition Submission
Posted by Tracer Bullet on Fri Jan 7th at 5:29am 2005


Detail brushes cause geometry splitting? Damn, that's disturbing. [addsig]



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Re: Valve HL2DM Mapping Competition Submission
Posted by Neo on Fri Jan 7th at 5:36am 2005


? quoting "SuperCobra"
cause u got a weak mobo for the AMD amd owns intel
and also intels are for servers not amd

I take it you have an AMD? How can AMD own intel if intel are better for servers?
I would use my 2600 for a my main pc and my P4 for a server if the 2600 wasnt so slow at synthetic processes, Intel and AMD a good for different things.
My 2600 was originaly my main pc which I bought coz it was CHEAP, and then I won my P4 system at a lan.
I can throw whatever I like at my P4 and it never let's me down, ever.




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Re: Valve HL2DM Mapping Competition Submission
Posted by Yak_Fighter on Fri Jan 7th at 5:37am 2005


? quoting Tracer Bullet
Detail brushes cause geometry splitting? Damn, that's disturbing.

Tell me about it. I wasted two days worth of development figuring that out, and it basically f**ked my map in the ass.

[addsig]




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Re: Valve HL2DM Mapping Competition Submission
Posted by Tracer Bullet on Fri Jan 7th at 5:40am 2005


Can't you just use the "entity report" to select all of your func_detail ents, and quickly change them all into func_wall(s)? [addsig]



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Re: Valve HL2DM Mapping Competition Submission
Posted by Yak_Fighter on Fri Jan 7th at 5:49am 2005


I did change most of them into func_brushes (HL2 equivalent of func_walls), but that is problematic. Func_details cast shadows, func_brushes don't, so I either have to accept face-splitting or no shadows for my chopped up ceilings. Func_details don't have any entity information whereas func_brushes have a bunch of entity info that I'm not using, which I think causes unnecessary FPS drops. I determined that because of the switch to func_brush I managed to lose about 10 FPS in some areas. That was partially balanced out by the fewer face splits, but damnit, I can't optimize the stupid thing when all I'm doing is increasing FPS by 10 then reducing it by 10 with something else.

[addsig]



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Re: Valve HL2DM Mapping Competition Submission
Posted by Crono on Fri Jan 7th at 6:11am 2005


? quote:
? quoting "SuperCobra"
cause u got a weak mobo for the AMD amd owns intel
and also intels are for servers not amd

I take it you have an AMD? How can AMD own intel if intel are better for servers?
I would use my 2600 for a my main pc and my P4 for a server if the 2600 wasnt so slow at synthetic processes, Intel and AMD a good for different things.
My 2600 was originaly my main pc which I bought coz it was CHEAP, and then I won my P4 system at a lan.
I can throw whatever I like at my P4 and it never let's me down, ever.


*places hand over face*

Both of you guys ... just stop.
I understand you've had proper luck with your machine, but what you're saying isn't really true. Same goes with SuperCobra.

Anyway, This is distressing news I am hearing about HL2 mapping. I haven't messed with it enough to learn much of anything about it.
[addsig]




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Re: Valve HL2DM Mapping Competition Submission
Posted by Mouse on Fri Jan 7th at 6:20am 2005


? quote:
? quoting Mouse
Indeed, detail brushes are amazing things. I used them for trims, entire buildings, walkways, stairs. The whole gas station in my map was all detail brushes. Also, the whole broken building, which is actually about 7 or 8 different brushes, is all func_detail.

Detail brushes blow ass. All they do is reduce compile time, which means jack to me at this point. While making my map I determined that they still split faces of other brushes if you line their edges up with the edges of world brushes. I have all these 'detail' trims and rubble that still split up all the faces of the walls and ground around them, so they're pretty worthless in my book.




Except for the fact that they cut down on compile times drastically and also cut down r_speeds, yeah they're pretty useless.

::rollseyes::




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Re: Valve HL2DM Mapping Competition Submission
Posted by Orpheus on Fri Jan 7th at 6:23am 2005


? quoting

::rollseyes::

on this note, i'm outa here.. its after midnight and this old fella is tired.

nite/nite gents.

[addsig]




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Re: Valve HL2DM Mapping Competition Submission
Posted by Campaignjunkie on Fri Jan 7th at 6:31am 2005


Concerning the detail brushes: strange. Source documentation dictates otherwise. I'll func_detail some of my own stuff and check in-game. They seemed to be working fine to me.
[addsig]




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Re: Valve HL2DM Mapping Competition Submission
Posted by Yak_Fighter on Fri Jan 7th at 6:53am 2005


? quoting Mouse

? quote:
? quoting Mouse
Indeed, detail brushes are amazing things. I used them for trims, entire buildings, walkways, stairs. The whole gas station in my map was all detail brushes. Also, the whole broken building, which is actually about 7 or 8 different brushes, is all func_detail.

Detail brushes blow ass. All they do is reduce compile time, which means jack to me at this point. While making my map I determined that they still split faces of other brushes if you line their edges up with the edges of world brushes. I have all these 'detail' trims and rubble that still split up all the faces of the walls and ground around them, so they're pretty worthless in my book.




Except for the fact that they cut down on compile times drastically and also cut down r_speeds, yeah they're pretty useless.

::rollseyes::

Except that if you read what I posted you'd know that everything you just said was redundant. Not only did I agree saying it reduced compile times but I also stated that they do not reduce 'r_speeds' because they still split regular faces. Way to argue your point by stating the opposite of what I said.

When I look at my map using mat_wireframe 2 (which shows how all the faces are split into little triangles throughout the map) I can clearly see detail brushes splitting faces where they shouldn't be. Give me a bit and I'll edit this post with pictures to show what I'm talking about.

BTW You are so wrong about the number of info_player_starts to put in a map. Nothing like asking for unnecessary telefragging.

:::EDIT:::
Ok, I'm going to prove that I'm not crazy. This is a tiny section of my map that shows what I'm talking about perfectly. I think the splitting only occurs when a face of the func_detail is exactly parallel and touching a world brush, so there are still uses for them in certain situations (just not in the situations I need them for this map)

nothing

world

func_detail

func_brush

Notice the similarities between the world and detail pictures. Also notice the similarities between the nothing and brush pictures.

Now, I believe that if I were to move this brush one unit away from all those edges it wouldn't split faces, but that's pretty useless to me for this brush. I couldn't believe this when I saw it because I was certain that I read in the docs that the whole point of the func_detail was to have the properties of a func_brush without the entity crap and to prevent unnecessary face splitting. Turns out that's only partially true.

[addsig]




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Re: Valve HL2DM Mapping Competition Submission
Posted by Raeth on Fri Jan 7th at 7:04am 2005


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Func_details don't have any entity information whereas func_brushes have a bunch of entity info that I'm not using, which I think causes unnecessary FPS drops. I determined that because of the switch to func_brush I managed to lose about 10 FPS in some areas.



You are correct. All entity information is stripped from func_details at compile time, so when you run the map they behave exactly like world brushes. Or so the SDK docs say.




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Re: Valve HL2DM Mapping Competition Submission
Posted by Cash Car Star on Fri Jan 7th at 8:12am 2005


? quoting Leperous
? quoting ReNo
Its most likely I will need a few days yet on Echo, so if anybody in the US is feeling generous I might appreciate a more direct send on.

You do realise that getting someone in the US means they will have to forge your signature on the print-out form you're meant to attach (which Valve will be able to tell by the postmarks etc.?)

Certainly a fax would be cool? I mean, it'd take co-ordination but I think it could happen.





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Re: Valve HL2DM Mapping Competition Submission
Posted by Agent Smith on Fri Jan 7th at 10:06am 2005


Thats really strange whats happening with your detail brushes. In my map the entire dam, left canal wall and secondary dam (you'll see it when I update my profile) are constructed from brush details. If what your saying is true that could explain the frame rate and also my extremely long compile times for my map. That and the fact the place is one frickin' huge out door area. [addsig]



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Re: Valve HL2DM Mapping Competition Submission
Posted by Mouse on Fri Jan 7th at 9:00pm 2005


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BTW You are so wrong about the number of info_player_starts to put in a map. Nothing like asking for unnecessary telefragging.




Ok, first of all, WTF are you talking about? Where is this coming from? I assume you're referring to a post I made a few weeks ago about having a good balance of spawn points. So I am wrong? There should be an obscenely large or obscenely small amount? Your trying to flame me on this just makes you look bad and it is petty.


And you don't have to use func_details. But for your trims and details that aren't part of the hull, what else will you use? Maybe they split up faces like a regular brush, but using regular brushes will make your map compile much slower. And the engine does not render a func_detail like a plain brush. It actually does your framerate better to have these things be func_details rather than just geometry. I understand that you might be upset that the documentation says they don't split faces when they do actually split faces, but that doesn't mean they are worthless. And that is what you said.


And please, if you're going to flame me for something else I said in another thread, do it in that thread.




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Re: Valve HL2DM Mapping Competition Submission
Posted by Orpheus on Fri Jan 7th at 9:06pm 2005


? quoting Mouse

And please, if you're going to flame me for something else I said in another thread, do it in that thread.

please, it also looks bad if you make a comment without verifying its possibility beforehand.

the thread was locked, with no small assistance from yourself. anywho's its irrelevant now.

calling the kettle black also looks petty :/

[addsig]





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