Re: TF2 - my new map teaser
Posted by haymaker on Wed Jul 29th at 4:26am 2009
agree with aaron here, try to use models where you can in these instances. that way you have the option of setting fades at least when you're optimising. speaking of which it's not a bad idea to hide complex models in lil alcoves and such so's you can be aggressive on the fades. glhf

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Re: TF2 - my new map teaser
Posted by haymaker on Wed Jul 29th at 10:57pm 2009
func_lod known to be a processor hog especially on lower systems. doesn't work the same as prop fades. use with care.
I wasn't suggesting turning your brushwork into models, more like go cruise the net to find modeled alternatives.

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Re: TF2 - my new map teaser
Posted by Kampy on Thu Jul 30th at 8:04pm 2009
prop fades? how does that work?

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Re: TF2 - my new map teaser
Posted by haymaker on Fri Jul 31st at 12:51am 2009
In principle I agree fully with your sentiment Riven. I did the same thing for my first release, architecturally. It ended up being a shit map in terms of performance and gameplay, though, so my point of view is biased.
There are plenty of great brushwork source maps out there in terms of architecture but by today's standards I see a lot of detail work that is hit and miss depending on the subject.
I agree that it's easy to fall into prop-trap mindsets, there's far too many pipeset32d or what have you out there in MP maps, but I think that is also partly because of an author's desire to over-detail to SP standards. As this is for MP I'd urge someone to consider the players and their expectations as much as their own artistic ambitions.
edit: on second look the screenshots are really not very flattering, there's no shadows on the tanks. They could use a more detailed texture too, and some dirt decalwork etc. Give us some closeups with real lighting!

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