Ever since I first looked at a Valve level that I converted with winBSP I always wondered a couple things:
1) Why is it that for every level they design, when you place the camera outside of it, it is always in the shape of a cube?
2) When you fly through their levels with the camera why do they use seamingly random textures within the cube? (Parts that are not actually part of the main level) Sometimes these seamingly random textures have even been sky, which is especially strange
3) How come when I open a map file, sometimes it says that some solids cannot be loaded? (I assume something to do with conversion, but does anyone know why?)
Thanks for your ideas!
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Re: Valve Level Design Setup
Posted by Orpheus on Fri Oct 7th at 10:16am 2011

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Posted by Orpheus on Fri Oct 7th at 10:16am 2011
Short answers...
The camera just sits where it was last used. Hell, with the new 3d view, the camera became obsolete.
Sometimes when you decompile a level the program just assigns textures. The random ones mean nothing. In fact they would actually increase the bsp size if you recompiled it.. Ignore them.
Invalid solids will not load. Decompiling is an inaccurate procedure. It was only meant as a teaching tool.
The camera just sits where it was last used. Hell, with the new 3d view, the camera became obsolete.
Sometimes when you decompile a level the program just assigns textures. The random ones mean nothing. In fact they would actually increase the bsp size if you recompiled it.. Ignore them.
Invalid solids will not load. Decompiling is an inaccurate procedure. It was only meant as a teaching tool.
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Re: Valve Level Design Setup
Posted by Le Chief on Fri Oct 7th at 11:17am 2011
Posted by Le Chief on Fri Oct 7th at 11:17am 2011
Yeah as Orph said decompiling isn't accurate.
The .map/.rmf's files that you open in hammer store your level geometry as brushes and when you compile a map it converts it to bsp and basically there isn't enough information to convert your level back to brushes. The decompile program interprets the level and tries to replicate it using brushes and quite often it creates invalid solids, random textures and just really messy geometry that might have leaks and have bad performance in game.
And about the camera it's been so long since I've done mapping, maybe it's outside the level in a separate box to achieve a black screen effect
and ofcourse it has to be enclosed by brushes otherwise there will be a leak.
The .map/.rmf's files that you open in hammer store your level geometry as brushes and when you compile a map it converts it to bsp and basically there isn't enough information to convert your level back to brushes. The decompile program interprets the level and tries to replicate it using brushes and quite often it creates invalid solids, random textures and just really messy geometry that might have leaks and have bad performance in game.
And about the camera it's been so long since I've done mapping, maybe it's outside the level in a separate box to achieve a black screen effect
and ofcourse it has to be enclosed by brushes otherwise there will be a leak.
Re: Valve Level Design Setup
Posted by Orpheus on Fri Oct 7th at 12:53pm 2011

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Posted by Orpheus on Fri Oct 7th at 12:53pm 2011
There are two different cameras. One is for editing purposes. The other is for sky boxes.
Which are you inquiring about?
Which are you inquiring about?
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Re: Valve Level Design Setup
Posted by Necromancer on Fri Oct 7th at 7:16pm 2011
Posted by Necromancer on Fri Oct 7th at 7:16pm 2011
I actually don't know anything about there being more than one camera type.
I think everything is mostly answered except for one thing:
Why would the level be in the shape of a large cube?
There doesn't seem to be any point in this. It seems like that would increase compile times significantly.
Thanks.
Quote
There are two different cameras. One is for editing purposes. The other is for sky boxes.
I'm not sure about the camera for sky boxes. So the camera that I'm refering to would be for editing purposes. Maybe to clarify: when I say camera I just mean where you are looking in the level using Hammer.I think everything is mostly answered except for one thing:
Why would the level be in the shape of a large cube?
There doesn't seem to be any point in this. It seems like that would increase compile times significantly.
Thanks.
Re: Valve Level Design Setup
Posted by Necromancer on Fri Oct 7th at 7:58pm 2011
Posted by Necromancer on Fri Oct 7th at 7:58pm 2011
I found out the answer to why the level is in the shape of a cube--- It is just the way it decompiles it.
Re: Valve Level Design Setup
Posted by Le Chief on Sat Oct 8th at 1:13am 2011
Posted by Le Chief on Sat Oct 8th at 1:13am 2011
He's talking about Goldsource Orph which doesn't have a sky camera.
Re: Valve Level Design Setup
Posted by Orpheus on Sat Oct 8th at 1:24am 2011
Where did it say that?
Anywhos, most of it applies.

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Posted by Orpheus on Sat Oct 8th at 1:24am 2011
Quoting Le Chief
He's talking about Goldsource Orph which doesn't have a sky camera.
Where did it say that?
Anywhos, most of it applies.
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Re: Valve Level Design Setup
Posted by Crono on Sat Oct 8th at 2:46am 2011
Posted by Crono on Sat Oct 8th at 2:46am 2011
The thread is in "Half-Life Editing" forum, not "Source Engine Editing" forum. That's where he said it 
I'm thinking the site needs something more explicit ... like selecting the games you're asking about when you make a thread in a editing forum.

I'm thinking the site needs something more explicit ... like selecting the games you're asking about when you make a thread in a editing forum.
Blame it on Microsoft, God does.
Re: Valve Level Design Setup
Posted by Orpheus on Sat Oct 8th at 11:47am 2011
So let me reiterate. Where does it say GOLD.
You guys should be aware by now that 99% of my editing knowledge is HL1. Hence, why I answer most questions in this forum topic.
HL1 had sky cameras.
I admit, I might be missing something. What is the relevance of the word GOLD in relation to HL1?

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Posted by Orpheus on Sat Oct 8th at 11:47am 2011
Quoting Crono
The thread is in "Half-Life Editing" forum, not "Source Engine Editing" forum. That's where he said it 

So let me reiterate. Where does it say GOLD.
You guys should be aware by now that 99% of my editing knowledge is HL1. Hence, why I answer most questions in this forum topic.
HL1 had sky cameras.
I admit, I might be missing something. What is the relevance of the word GOLD in relation to HL1?
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Re: Valve Level Design Setup
Posted by Crono on Sat Oct 8th at 8:41pm 2011
Posted by Crono on Sat Oct 8th at 8:41pm 2011
Valve renamed HL1-level game engine related things to "goldsource" ... this was done in like 2003.
Blame it on Microsoft, God does.
Re: Valve Level Design Setup
Posted by Orpheus on Sat Oct 8th at 8:48pm 2011

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Posted by Orpheus on Sat Oct 8th at 8:48pm 2011
Wow, either I slept real hard or something.
I honestly do not recall anything of the sort. I wish I could remember my last map release date.
anyway...
I honestly do not recall anything of the sort. I wish I could remember my last map release date.
anyway...
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Re: Valve Level Design Setup
Posted by Le Chief on Sat Oct 8th at 10:24pm 2011
Posted by Le Chief on Sat Oct 8th at 10:24pm 2011
I don't remember there being sky cameras in half-life 1, but I do remember there was a camera entity for creating basic cut scenes.
Re: Valve Level Design Setup
Posted by Orpheus on Sat Oct 8th at 10:37pm 2011

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Posted by Orpheus on Sat Oct 8th at 10:37pm 2011
Yeah well,I could be wrong but I am still weirded out on this gold thing.
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