SPLA Map
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Re: SPLA Map
Posted by G4MER on Wed Oct 29th at 3:35am 2003


AWESOME!.. Heh.. well I have alot of that fixed.. Like the box the stuff is pouring into, along the bottom its all one solid mass now.

I also have done alot of null textureing on the map, and raised some of the stuff an inch off the ground..

I have also removed the func_water from the lava and just left it plain. I went and read up on a few sites to help lower r_speeds and compile times.

I will add the new download and see what you think of that.. But thanks Tracer.. I think it looks purdy!

($)

P.S. Tracer after the netvis.exe is done, what do I do then? Do I run Hammer Compiler with out the vis?

[addsig]




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Re: SPLA Map
Posted by Sinner_D on Wed Oct 29th at 7:45am 2003


ok, good news guys...things are ok where im at, however everything around me is going up in flames. well just incase its not too late, i was wondering if i could still be apart of the team. are we expected to have a final product as of NOV 1st? im a bit behind after all this so...

money: pic 5, pick that object up 1unit off the ground, and turn that sign (and all others) into a func_wall. also, any other objects such as your molten carriges should be raised 1unit off the ground. DOH! im too late

i love it money...great job on the molten metal texture lookin good.

P.S. is the null texture in hl.wad? i cant find it...lol

[addsig]




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Re: SPLA Map
Posted by scary_jeff on Wed Oct 29th at 9:26am 2003


It's in zhlt.wad... comes with the zoners tools.



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Re: SPLA Map
Posted by Gollum on Wed Oct 29th at 9:29am 2003


MoneyShot, that map looks pretty good, but it's a crime against the game engine The r_speeds are awful. You can start by making the small, complex objects into func_walls.

For example, look at the "dipper-boxes" (one pours lava, the other is inactive). Even if this is not touching the ground, you can see that it is splitting up itself into a horrible mess of polygons. Remember that every polygon, no matter how small, adds to your wpoly reading (and for good reason too - a big polygon is no easier to render than a little one).

[addsig]




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Re: SPLA Map
Posted by Leperous on Wed Oct 29th at 10:12am 2003


Yikes, func_wall some stuff already



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Re: SPLA Map
Posted by G4MER on Wed Oct 29th at 10:29am 2003


Heh, thanks guys.. Yeah I had some stuff func_wall, but was told that the func_wall can add to my wpoly so I removed most of them.

The images your looking at are from an old version of the map. I have already fixed most of what you see there. and will go back and func_wall the signs.. should I func_wall the dipper boxes?

Also should the box the molten metal is being poured into be raised a bit off the ground too?

( What is Vis_blocking ? )

($)

P.S. Thanks everyone, hearing good things, and good imput on what to do, made my night. Makes it worth it.

P.S.S the null texture is also in my lava.wad included with the download of the zip on page 13 of this thread.

[addsig]




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Re: SPLA Map
Posted by Gollum on Wed Oct 29th at 10:40am 2003


Yes, definitely func_wall the dipper boxes! Func_walls do contribute to your wpoly, but then if you make them world brushes they will contribute even more!

Vis-blocking is where you completely block the line-of-sight from one area to another. Standard methods include sharp bends in corridors etc. Without this, the VIS program will have a hard time optimising your level (which is why it takes so damn long - and it's also getting confused by trying to include those complex dipper shapes in its calculations). LEARN WHAT IT MEANS AND HOW TO USE IT!

You don't need to raise a brush off the ground if it is a func_wall. If it's not, then raising it off the ground will stop it splitting up the floor.

Generally, make fine detail (especially anything with lots of non-axial polygons) into func_walls, and leave the larger/simpler brushes alone.

Func_wall

  • Cannot block visibility, and so is ignored by the VIS program calculations
  • Can sometimes be seen from other parts of the level, especially if it [the func_wall] is huge
  • Does not cause any face splitting
  • Cannot be used to "seal" the level from the void. Using them as outside walls will create a leak.

World brush

  • Does block visibility
  • Will cause face splitting on any other world brush that it touches
  • Must be used to seal your level from the void.

[addsig]



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Re: SPLA Map
Posted by G4MER on Wed Oct 29th at 11:02am 2003


Thanks God of boulders!

Now that I know, Ill be sure to do just that Gollum. I kinda do that anyways. I just was not sure if Vis Blocking was a special func, or a special way of setting a func_wall.

But now I understand its the layout of what the engine can and can not see, by turning halls and blocking its line of site from one area to the next. But as you can see in this room I made it would be a tad difficult to get the same feel with walls blocking everything.

I hope all this will help the compile times as well. Thanks again to everyone for your help and advice!

($)

[addsig]




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Re: SPLA Map
Posted by Orpheus on Wed Oct 29th at 11:11am 2003


*sighs*

most of this page belongs in "editing"

all this knowledge will be gone now.

nice theme, hard to pull off tho..

[addsig]




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Re: SPLA Map
Posted by Schmung on Wed Oct 29th at 11:19am 2003


Me like. Dare say you could use models for a lot of that stuff though. My areas just a thing, whereas this seems to have some sort of coherent theme, even if it is making hte HL engine cry like a little girl at present. Might find some time today to work on my map though..



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Re: SPLA Map
Posted by Wild Card on Wed Oct 29th at 1:08pm 2003


lmao, too much to read... The pics look great. But the wireframe shots hurt. With proper use of func_wall and 1 unit gaps, you can elimimate probably around 100 to 200 wploys. [addsig]



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Re: SPLA Map
Posted by DocRock on Wed Oct 29th at 1:19pm 2003


Ok here's an updated shot of my area. I changed the water texture as well as the scrolling waterfall texture. I also added a little more light around the edges, changed the entire rock texture and did a little cosmetic work on the stairs.





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Re: SPLA Map
Posted by Wild Card on Wed Oct 29th at 2:16pm 2003


Your blue water looks a little bright, the waterfalls seem to come from nowhere. Thats all I can complain about. Post some screens of your stairs too, I`d like to see 'em [addsig]



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Re: SPLA Map
Posted by Gollum on Wed Oct 29th at 2:22pm 2003


I really like the effect of your new rock texture (might be helped by the new lighting).

White water falling into a blue pool looks odd, and the "centrepiece" just looks tacky, to be honest Attempting to make organic shapes in Hammer is often frustrating, since neither the editor nor the game is designed to cope with them! A model might look good though.

Of course, it depends on what you want to make - if it's supposed to be a sculpture, then that's believable. But it's unconvincing as animals.

[addsig]




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Re: SPLA Map
Posted by DocRock on Wed Oct 29th at 6:40pm 2003


I'm gonna take the water in the pool and greyscale it, so that should take care of the color clashes.

The "snakes" were just put there as an after-thought. I think they'd look better above the falls on an empty pedastel I have up there, with perhaps a few light spots on them...and yeah I sure wish it would be easier to make statues n stuff with hammer.

Also the waterfalls do come from small gaps in the rock. You just can't see the gaps from this angle..also, I pulled the pool water back a bit up there because it was visible through the waterfall...and it looked real bad...so really, it would be hard to tell where the water was coming from unless there was a direct light on it...but I don't think I'm gonna make that something Player needs to see.

I'm seeing alot of different ideas in everyone's maps, and I think that's cool...but it's gonna be a bitch to try and connect all of these unique rooms. Perhaps, instead of Wild Card having the responsility of connecting all the rooms, why don't the people who are connected connect the rooms? We could do that thru PM's here or on whatever chat program or even email. What ya think of that?





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Re: SPLA Map
Posted by KoRnFlakes on Wed Oct 29th at 6:43pm 2003


its probably best you look at all the areas once they are done & then decide who's will connect to who's with a nice transfer & then do that & then work someone elses map onto that one & so on. [addsig]



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Re: SPLA Map
Posted by Tracer Bullet on Wed Oct 29th at 7:02pm 2003


? posted by MoneyShot

P.S. Tracer after the netvis.exe is done, what do I do then? Do I run Hammer Compiler with out the vis?

I guess I really should include this in that tut. you run netvis in place of hlvis, so the compile order becomes csg, bsp, netvis, rad. if you get the ZHLT complie GUI you can set it all up nicely, but before I had that, I just ran the final two steps (netvis, and rad) manualy from the DOS command prompt.

[addsig]




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Re: SPLA Map
Posted by fishy on Wed Oct 29th at 9:55pm 2003


i dont mean to butt in, but i will anyway.

i realise that this project is in much more capable hands than mine, but i've seen a few people posting concerns about how/when to go about joining the pieces together, and i'd like to make a suggestion.

everyone sends there basic rooms to WC now, so he could arrange them on the grid and create a skeleton blueprint kind of thing. then he could post it back to all concerned. once everyone knew where, in relation to their own work, everyone else's was, the connection/corridors etc could be arranged much more collectivly than the current plan seems to allow. and it would save WC from sooo much pressure trying to do it on his own at the end, when everyone wanted to see how their bit fitted in, and kept sending him hate-mail saying bad stuff about how he was taking too long and other bad stuff that i can't say here........

right, i seem to have lost track somewhere, so i'll butt out now





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Re: SPLA Map
Posted by Wild Card on Wed Oct 29th at 10:01pm 2003


Just build your sections individually. If you've seen screens of a section next to yours, you can try and incorporate a few features. When you guys are satisfied with your sections, email them to me (the .RMF's). Once I have a few sections, I can start the centerpiece. Then, when I have all the sections, I'll email the map from one mapper to the next so you can modify your sections and work on connectivity. [addsig]



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Re: SPLA Map
Posted by Wild Card on Wed Oct 29th at 10:06pm 2003


/me reads fishy's post. T'is a good idea actually. And it would make things go faster and easier. Ok, guys, send me what you've got so far so I can have a lookey see. But keep working on your sections.

EMAIL ME WHAT YOU HAVE SO FAR
(not yelling, just making sure you guys read it:))

[addsig]





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