DM_Coast
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Re: DM_Coast
Posted by Cassius on Thu Dec 16th at 7:41am 2004


Should I ever map for the engine, I won't be using the displacement tool, just like I didn't use triangles in HL1. Real men use complex brushes.



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Re: DM_Coast
Posted by pepper on Thu Dec 16th at 2:03pm 2004


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Wow. *curse lack of free time for mapping*

And I was sooo proud of my triangle manipulating skills for HL1.



so was i.......
[addsig]




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Re: DM_Coast
Posted by Arzie on Thu Dec 16th at 3:08pm 2004


The rocks are too round, maybe a little noise and some geometrical editing would make it look a bit more realistic.

I was making a coast map myself, not near finished tho. I was about to name it as dm_coast. Seems i need to change the name

[addsig]




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Re: DM_Coast
Posted by Nickelplate on Fri Dec 17th at 3:15am 2004


OKAY! I was already gonna put noise in the arch! Any, I compiled with lighting( FINALLY) and it took close to 12 hours! And then after all that i didn't have the lights set right. Anyway,

? quote:

I'm going to be honest: it doesn't. Don't showcase your map with no lighting, that's ridiculous. What are we supposed to say? Nice push of the subdivide button?

And that's not very nice. that arch was f**king complex BEFORE i hit the subdivide button. I will post new screenshots soon. About 24 hours from now when the damn thing compiles.

[addsig]




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Re: DM_Coast
Posted by ReNo on Fri Dec 17th at 3:27am 2004


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The tutorial on displacement caves on this site is really stupid and makes crappy looking tunnels, so don't follow it. If you didn't, well just FYI don't use it later on.


What is with you being such a bastard these days Yak? Seriously man, the tutorial might not be perfect but its far from stupid or crap. Obviously you will be able to get better results through painting all of the geometry yourself, but the tutorial is giving an overview of all the other tools available with displacement surfaces and it does that plenty well enough. If you think if is so poor, then why havent you given suggestions for improvements, or even written your own? With you its less "constructive criticism" and more "make the person feel like an idiot" it seems
[addsig]




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Re: DM_Coast
Posted by Cassius on Fri Dec 17th at 3:33am 2004


It occurs to me that the compile might be taking so long because the rocks appear to have roughly one hundred thousand billion triangles per square inch. What value did you select when you created the displacements?





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Re: DM_Coast
Posted by Gorbachev on Fri Dec 17th at 3:50am 2004


I get really really quick compile times for Source engine games, something must really be awry here unless your standard HL maps took days to compile or you're doing other stuff while it's trying to compile.
[addsig]




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Re: DM_Coast
Posted by ReNo on Fri Dec 17th at 3:55am 2004


Likewise Gorb. I've seen a load of people on various forums having their maps take hours upon hours to compile, but I've yet to see any of my source maps take over a couple of minutes. I haven't done anything particularly open, so I guess it could just be that, but my guess is that people aren't making effective use of func_detail brushes or are using low lightmap values for unsuitable surfaces.
[addsig]




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Re: DM_Coast
Posted by Yak_Fighter on Fri Dec 17th at 3:59am 2004


? quoting ReNo

? quote:
The tutorial on displacement caves on this site is really stupid and makes crappy looking tunnels, so don't follow it. If you didn't, well just FYI don't use it later on.


What is with you being such a bastard these days Yak? Seriously man, the tutorial might not be perfect but its far from stupid or crap. Obviously you will be able to get better results through painting all of the geometry yourself, but the tutorial is giving an overview of all the other tools available with displacement surfaces and it does that plenty well enough. If you think if is so poor, then why havent you given suggestions for improvements, or even written your own? With you its less "constructive criticism" and more "make the person feel like an idiot" it seems

I get the point

also, I dont write tutorials because I suck as a 'theoretical' or teaching mapper and can barely figure stuff out on my own, let alone write tutorials about it. I do know however that sewing four displacements together in a round fashion to make caves creates dumb unnatural terrain that has no place in a good level. It would be better to not sew them at all and do each wall individually, but since the tutorial doesn't say that it can and will mislead newbies into thinking it is acceptable to do it the aforementioned way. In fact I would go as far as to say that sewing together any displacements that are supposed to be at right angles with each other (EX cliff face and ground) should be avoided at all costs and almost never done.

[addsig]




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Re: DM_Coast
Posted by Nickelplate on Fri Dec 17th at 6:07pm 2004


? quoting Cassius
It occurs to me that the compile might be taking so long because the rocks appear to have roughly one hundred thousand billion triangles per square inch. What value did you select when you created the displacements?

Selected power of 3 on some and power of 1 or 2 on most.

[addsig]



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Re: DM_Coast
Posted by Cassius on Fri Dec 17th at 7:52pm 2004


Turn them all to 1 and see if it goes any faster.



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Re: DM_Coast
Posted by habboi on Fri Dec 31st at 4:11pm 2004


I followed that tut and it went well it looks good so ssshhhh yak and i didnt bind them all together i am smart enough to know that and now i can edit them seprately [addsig]



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Re: DM_Coast
Posted by Myrk- on Fri Dec 31st at 4:27pm 2004


I find my Myrk- map takes about 20 minutes, mainly on vis, but thats probably because my walls are all displacements and I've just boxed in the level for now. When I do all the outside I'll make sure it's all niceley skyboxed in properly.

[addsig]




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