dod_calais
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Re: dod_calais
Posted by siron on Thu Jul 8th at 4:20am 2004


ill try sticking a tank there.. we will see what it does

and thanks jfry





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Re: dod_calais
Posted by JFry on Thu Jul 8th at 4:34am 2004


Well I only really suggested a tank as something to use as a visblocker (As far as I know models don't block vis). As an afterthought a somewhat upturned tank (possibly sunken into a mortar crater or something) could work even better. Although to tell you the truth I like the 'clean' look of this map. With all the destroyed city dod maps out there they kinda make you feel like you missed the REAL battle.



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Re: dod_calais
Posted by siron on Thu Jul 8th at 4:40am 2004


yeah, i was playing around with a tank and it looked funny. hehe. but what is something i can put up instead? it does need something there.. crates cant fill up the entire map

Warning: === LEAK in hull 0 ===
Entity env_model @ (-1264, -64, 241)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush

Leak pointfile generated

its pointing to a building that is in the middle of the map, not extending out the top, and is well below the top.

EDIT: finally found it :





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Re: dod_calais
Posted by siron on Thu Jul 8th at 9:26pm 2004


http://trash.dork.cx/maps/dod_calais/july_8/ - new screens, this map has major r_speed problems that i will have to fix someday. also the null texture i used didn't show up as null, it showed up as it looked in worldcraft :



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Re: dod_calais
Posted by Leperous on Thu Jul 8th at 9:34pm 2004


The buildings look a bit blocky- try picking something up from this new tutorial



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Re: dod_calais
Posted by ReNo on Fri Jul 9th at 12:49am 2004


Are you compiling with Merl's compile tools (MHLT) or others based on them? Otherwise the null texture probably won't work, though I'm not entirely sure on what compile tools brought in null support.

All in all the new screenshots look like improvements, so good job, but the r_speeds do seem excessive in parts
[addsig]




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Re: dod_calais
Posted by siron on Fri Jul 9th at 1:14am 2004


excessive? look at the epoly's! they are super super high! i dont know what to do about it :



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Re: dod_calais
Posted by ReNo on Fri Jul 9th at 1:17am 2004


Whoa, didn't even notice them! What to do about them? Stop using so many models would be my best guess Sorry I'm not of much use here, just try not to put so many models around in areas that can be seen. For instance, if you have a house with lots of models inside, and that house has a window looking onto the street, chances are from anywhere on the street those models will be rendered. Make sure that detailed rooms inside the building aren't in the line of sight of the windows, for example, and this should help.
[addsig]




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Re: dod_calais
Posted by siron on Fri Jul 9th at 1:25am 2004


none of the buildings on that street have models (except lights) which aren't very many models :/ the whole map has a high epoly count, but its only since the latest compile (where i mainly fixed the skybox, before i just had a giant cube around it, now it fits the level)

-oh and i compile with ZHLT and the batch compiler.





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Re: dod_calais
Posted by siron on Fri Jul 9th at 1:52am 2004


actually i think a lot of the problem is from the house near the axis side of the map.. hold on ill get the picture.

http://trash.dork.cx/maps/dod_calais/july_8/calais0021.jpg - that one. but it looks so good with the models, how would i make them not render by looking from the outside?





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Re: dod_calais
Posted by ReNo on Fri Jul 9th at 1:56am 2004


Thats the main picture I was referring to when I mentioned about models inside buildings being rendered due to window views. Is there any way you could have a bland corridor running along the inside of the windows, and then this corridor turns off at the ends into your detailed rooms? This could be one way in which to stop the outside of the building being given a view to the inside. I guess you just need to brush up on the theory of vis blocking really, or go and study up on the use of hint brushes.
[addsig]




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Re: dod_calais
Posted by siron on Fri Jul 9th at 2:22am 2004


meh



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Re: dod_calais
Posted by Gorbachev on Fri Jul 9th at 2:27am 2004


By the way, a properly proportioned tank would never be big enough to be a VIS blocker, it would be a sight-line blocker, but not VIS. [addsig]



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Re: dod_calais
Posted by siron on Fri Jul 9th at 2:38am 2004


yeah, i also noticed that while i was messing around. im gonna do a gl_wireframe run around and post up some screenies.



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Re: dod_calais
Posted by siron on Fri Jul 9th at 3:50am 2004


http://trash.dork.cx/maps/dod_calais/wireframe/

theres the shots. the r_speeds and wpoly/epoly stuff wouldn't show up for some reason, just look at the fps i guess. a few things i would like to point out.

in front of allied flag 1, shot 1: http://trash.dork.cx/maps/dod_calais/wireframe/calais0002.jpg

moved forward a little: http://trash.dork.cx/maps/dod_calais/wireframe/calais0003.jpg

a little more: http://trash.dork.cx/maps/dod_calais/wireframe/calais0004.jpg

see how it cuts down as i get closer? maybe i should put a roof or something on there...

http://trash.dork.cx/maps/dod_calais/wireframe/calais0005.jpg now you see it, http://trash.dork.cx/maps/dod_calais/wireframe/calais0006.jpg now you dont (moved over like 5 feet).

http://trash.dork.cx/maps/dod_calais/wireframe/calais0009.jpg i can already see im going to have a problem with the axis first flag, even though i haven't done anything there yet.





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Re: dod_calais
Posted by Gorbachev on Fri Jul 9th at 6:32am 2004


If you want the r_speeds in developer mode in Steam to show up, be sure to set your minimap off. Then it will show up correctly. (It shows up fine in your console all the time though.) [addsig]



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Re: dod_calais
Posted by siron on Sat Jul 10th at 3:51pm 2004


weird, thanks for the tip!



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Re: dod_calais
Posted by JFry on Sun Jul 11th at 7:34pm 2004


? posted by Gorbachev
By the way, a properly proportioned tank would never be big enough to be a VIS blocker, it would be a sight-line blocker, but not VIS.

I'm not sure I understand the difference.. at least in terms of r_speeds. Are you saying a tank won't reduce r's? Obviously not as good as a proper (ie no gaps) visblocker, but I figured it would bring them down as long you are at ground level. Then again I suppose they would end up raising them even higher if you were at a window overlooking the whole scene.. BLah I'm confused! /derail






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