
Re: TF2 - my new map teaser
Posted by Kampy on Fri Jul 31st at 9:18pm 2009

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Posted by Kampy on Fri Jul 31st at 9:18pm 2009
smoothed 


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Re: TF2 - my new map teaser
Posted by Le Chief on Sat Aug 1st at 2:47am 2009
I did! I even googled it. I obviously couldnt find it, because it's not called prop fades
P.S. thanks for the link, but the 'fade distance' options can only be used for models
Well prop fades probably isn't the official name for it. Usually in the Source engine, the word prop means/refers to a model and fades is self explanatory I guess.
P.P.S. So would you recommend removing the func_lods and making func_details again?
I don't know what the deal is with func_lods and what overhead is associated with them, I assume that the extra overhead has to do with checking how far the player is from each func_lod every frame and making the func_lods opaque when the player is in between the min and max fade distances which is the same for the prop fades anyway, but there might also be extra complexities associated with fading out bsp geometry (brushes).
I've never used func_lods before so I have no idea.
Assuming that Valve created logical code, I can safely assume that your getting a benefit from tying the multiple brushes to a single func_lod entity. I guess the more complex the brush based object is, the greater benefit you gain.
Don't think you should make the vehicles a func_lod though or at least not the whole vehicle (maybe little features only), that's something that you want to be visible to the player at any distance. Ofcourse, the vehicles won't be rendered if the engine can't see them.
In regards to the spiky terrain.
Here are some areas I think you need to fix.
If you have a look at one of my older crappy maps - screenshot - (that I need to go back on and fix up), the terrain is a bit spiky but not as spiky as yours. Not to mention that the terrain in my screenshot is rock so the spkyness is justifies.
Posted by Le Chief on Sat Aug 1st at 2:47am 2009
Quoting Kampy
I did! I even googled it. I obviously couldnt find it, because it's not called prop fades

Quoting Kampy
P.S. thanks for the link, but the 'fade distance' options can only be used for models
Well prop fades probably isn't the official name for it. Usually in the Source engine, the word prop means/refers to a model and fades is self explanatory I guess.
Quoting Kampy
P.P.S. So would you recommend removing the func_lods and making func_details again?
I don't know what the deal is with func_lods and what overhead is associated with them, I assume that the extra overhead has to do with checking how far the player is from each func_lod every frame and making the func_lods opaque when the player is in between the min and max fade distances which is the same for the prop fades anyway, but there might also be extra complexities associated with fading out bsp geometry (brushes).
I've never used func_lods before so I have no idea.
Assuming that Valve created logical code, I can safely assume that your getting a benefit from tying the multiple brushes to a single func_lod entity. I guess the more complex the brush based object is, the greater benefit you gain.
Don't think you should make the vehicles a func_lod though or at least not the whole vehicle (maybe little features only), that's something that you want to be visible to the player at any distance. Ofcourse, the vehicles won't be rendered if the engine can't see them.
In regards to the spiky terrain.
Here are some areas I think you need to fix.
If you have a look at one of my older crappy maps - screenshot - (that I need to go back on and fix up), the terrain is a bit spiky but not as spiky as yours. Not to mention that the terrain in my screenshot is rock so the spkyness is justifies.
Re: TF2 - my new map teaser
Posted by Kampy on Sat Aug 1st at 8:31am 2009

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Posted by Kampy on Sat Aug 1st at 8:31am 2009
your link somehow didnt work, but tbhwy Im quite satisfied with the spikeyness of my hills. gotta really work on other things - maybe Ill check the hills later again.
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Re: TF2 - my new map teaser
Posted by Le Chief on Sat Aug 1st at 10:46am 2009
Ah that's right. You need to copy/paste the url into the address bar.
Anyway, fair enough. Show us some more screenshots asap!
Posted by Le Chief on Sat Aug 1st at 10:46am 2009
Quoting Kampy
your link somehow didnt work, but tbhwy Im quite satisfied with the spikeyness of my hills. gotta really work on other things - maybe Ill check the hills later again.
Ah that's right. You need to copy/paste the url into the address bar.
Anyway, fair enough. Show us some more screenshots asap!
Re: TF2 - my new map teaser
Posted by reaper47 on Sat Aug 1st at 1:17pm 2009
Posted by reaper47 on Sat Aug 1st at 1:17pm 2009
I never used func_lods before either. Maybe I should have? Maybe some stairs or a brush-based fence consisting of lots of little planks, brush based decorations, etc...
Generally, though, you don't want world geometry to fade. Rather use it to block visibility. Almost all of the more detailed parts should be done using props/models with Source either. A single brush-face is about as expensive to render as 100 model-faces.
90% of optimization is still done with a) VIS optimization and maybe an area portal or occluder here and there and b) avoiding of expensive shaders (water), particle effects (func_dustclouds close to the player) or, as you figured out the hard way, dynamic lights!
Generally, though, you don't want world geometry to fade. Rather use it to block visibility. Almost all of the more detailed parts should be done using props/models with Source either. A single brush-face is about as expensive to render as 100 model-faces.
90% of optimization is still done with a) VIS optimization and maybe an area portal or occluder here and there and b) avoiding of expensive shaders (water), particle effects (func_dustclouds close to the player) or, as you figured out the hard way, dynamic lights!
Re: TF2 - my new map teaser
Posted by haymaker on Sat Aug 1st at 6:04pm 2009
Posted by haymaker on Sat Aug 1st at 6:04pm 2009
reason I advised against func_lod there was because I did try using it on shipshape, for some detail at the stern, and found it to have negative impact. I think the deal is that you can't control the start fade point, only the end, so it actually creates more work for the engine than it's worth.
When I do prop fades for MP maps I've been getting aggressive with the start /end points to minimize that, ie start @1352 end @1368 depending on the location etc. For little props like lamps and stuff you can get even closer, like start @511 end @512.
In this case Kampy, to save a chunk of server overhead, I would break up the brush-models and select as many parts as you can to be non-solid func_illusionary, and make the remainders func_detail. For example the straps holding the rocket; or even the wheels, where you can just make a big tools/invisible block to handle the simpler collisions ( make tools/invisible func_detail, it blocks vis, in ep1 anyway ).
When I do prop fades for MP maps I've been getting aggressive with the start /end points to minimize that, ie start @1352 end @1368 depending on the location etc. For little props like lamps and stuff you can get even closer, like start @511 end @512.
In this case Kampy, to save a chunk of server overhead, I would break up the brush-models and select as many parts as you can to be non-solid func_illusionary, and make the remainders func_detail. For example the straps holding the rocket; or even the wheels, where you can just make a big tools/invisible block to handle the simpler collisions ( make tools/invisible func_detail, it blocks vis, in ep1 anyway ).
Re: TF2 - my new map teaser
Posted by Kampy on Sun Aug 2nd at 9:51am 2009

Here's the China bunker
look at the shape 


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Posted by Kampy on Sun Aug 2nd at 9:51am 2009

Here's the China bunker

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Re: TF2 - my new map teaser
Posted by Riven on Sun Aug 2nd at 8:23pm 2009

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Posted by Riven on Sun Aug 2nd at 8:23pm 2009
HA HA that's awesome! -lol, you could limit the number of players allowed in there at once
The brick looks fine, but doesn't resemble that concrete style texture from the original. Also, I'm guessing that that entire building is a func_detail eh? That's what I would turn it into, because there's no way that keeping that as world brushes would help vis.
/2cents
Nice job! I can't wait to play this map!
The brick looks fine, but doesn't resemble that concrete style texture from the original. Also, I'm guessing that that entire building is a func_detail eh? That's what I would turn it into, because there's no way that keeping that as world brushes would help vis. /2cents
Nice job! I can't wait to play this map!
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Re: TF2 - my new map teaser
Posted by Kampy on Mon Aug 3rd at 8:23am 2009

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Posted by Kampy on Mon Aug 3rd at 8:23am 2009
you could help me a bit. Im at a state where Im totally unsatisfied with the map, but dunno what to change. Maybe I can send it to you to check it out. Of course the bunker is mostly func_detail
and there's a picture of BlackLotus at the wall with a red-heart next to it
P.S. the concrete textures looked really bad on it so I chose the bricks
P.S. the concrete textures looked really bad on it so I chose the bricks
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Re: TF2 - my new map teaser
Posted by Kampy on Mon Aug 3rd at 3:23pm 2009

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Posted by Kampy on Mon Aug 3rd at 3:23pm 2009
alright new screenshots for all you hungry animals out there





remade large parts of the base. more satisfied now.
still a lot of work to be done (for example lighting on the blackmarket part)





remade large parts of the base. more satisfied now.
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Re: TF2 - my new map teaser
Posted by haymaker on Mon Aug 3rd at 3:50pm 2009
Posted by haymaker on Mon Aug 3rd at 3:50pm 2009
what texture scale do you ahve your sand set to? Looks 'stretched' esp in pic 3 with the tower. Also wondering what you have the light_env angles at, somehow the shadows aren't that effective.
Set 'disable shadows' to yes to fix that ugly fence shadow from the chainlink model there @ US flag building. If you get adventurous you can use blocklight for some fancy effects.
Set 'disable shadows' to yes to fix that ugly fence shadow from the chainlink model there @ US flag building. If you get adventurous you can use blocklight for some fancy effects.
Re: TF2 - my new map teaser
Posted by Kampy on Mon Aug 3rd at 5:51pm 2009

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Posted by Kampy on Mon Aug 3rd at 5:51pm 2009
blocklight? sounds interesting. whats that? (if its complicated) do you have a tutorial?
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Re: TF2 - my new map teaser
Posted by Le Chief on Tue Aug 4th at 11:53am 2009
Posted by Le Chief on Tue Aug 4th at 11:53am 2009
Nice batch of screenshots! It really does look like C&C Generals!
A blocklight brush is simply a brush textured with the block light texture that appears invisible in game but blocks light as a normal brush would.
A blocklight brush is simply a brush textured with the block light texture that appears invisible in game but blocks light as a normal brush would.
Re: TF2 - my new map teaser
Posted by Kampy on Fri Aug 7th at 2:51pm 2009

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Posted by Kampy on Fri Aug 7th at 2:51pm 2009
!!! (( S-C-R-E-E-N-S-H-O-T-S )) !!!
There's still a lot of work to be done! But it's so much that I probably miss half of it - so criticize! Dont hold back.
things that are on my list: complete fence, work on windows of the arabian buildings and of course lights (though also give tips on light issues)










I have to improve this!
There's still a lot of work to be done! But it's so much that I probably miss half of it - so criticize! Dont hold back.
things that are on my list: complete fence, work on windows of the arabian buildings and of course lights (though also give tips on light issues)










I have to improve this!
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Re: TF2 - my new map teaser
Posted by Kampy on Mon Aug 10th at 8:22pm 2009

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Posted by Kampy on Mon Aug 10th at 8:22pm 2009
hay guise! thanks for all the helpful comments you didnt post ^^"
Just wanted to say that Ive been working hard on the weak points and details.
It's coming to a state where I can see the light at the end of the tunnel. maybe Ill post some more screenshots soon.
Just wanted to say that Ive been working hard on the weak points and details.
It's coming to a state where I can see the light at the end of the tunnel. maybe Ill post some more screenshots soon.
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Re: TF2 - my new map teaser
Posted by Le Chief on Tue Aug 11th at 5:36am 2009
Posted by Le Chief on Tue Aug 11th at 5:36am 2009
I didn't comment because I haven't played C&C before and I've only played TF2 once for 10 minutes and this is a C&C themed map in TF2.
It seems that you've scaled down pretty much everything, the tanks and buildings look pretty small. So I'm assuming that the direction here is that you sort of want to build a whole C&C map with several bases right?
So what game type is this? Capture the flag or territories?
My only thought is that there is alot of big open spaces, I can't remember what the walk speed was like for the different characters but imagine being the Heavy having to traverse through this map, might get a bit tedious.
It seems that you've scaled down pretty much everything, the tanks and buildings look pretty small. So I'm assuming that the direction here is that you sort of want to build a whole C&C map with several bases right?
So what game type is this? Capture the flag or territories?
My only thought is that there is alot of big open spaces, I can't remember what the walk speed was like for the different characters but imagine being the Heavy having to traverse through this map, might get a bit tedious.
Re: TF2 - my new map teaser
Posted by Kampy on Tue Aug 11th at 11:03am 2009

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Posted by Kampy on Tue Aug 11th at 11:03am 2009
I was always bad at lighting - is there a good advanced tutorial on how to use the lights? I know of course the basic features, but some tricks would be helpful.
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Re: TF2 - my new map teaser
Posted by Kampy on Wed Aug 12th at 12:36pm 2009

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Posted by Kampy on Wed Aug 12th at 12:36pm 2009
I think the lighting is alright now- maybe. anyway here are some brandnew screenies:
the US warfactory


the chinese supplycenter


hf
the US warfactory


the chinese supplycenter


hf
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Re: TF2 - my new map teaser
Posted by Kampy on Wed Aug 19th at 1:36pm 2009

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Posted by Kampy on Wed Aug 19th at 1:36pm 2009
Ive added maps to the maps^^
before every mission there is a mission briefing
check it out ^,^



before every mission there is a mission briefing
check it out ^,^



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Re: TF2 - my new map teaser
Posted by G4MER on Wed Aug 19th at 1:52pm 2009
Posted by G4MER on Wed Aug 19th at 1:52pm 2009
Ahh you have a broken texture.
Cool deal on the maps. its looking good.
Cool deal on the maps. its looking good.
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