Posted by CrazyPunk on Fri Aug 18th 2006 at 12:39pm
hmm, I tried it last night but some way it doesn't want to connect with level geometry...could this be because the skybox is parralax?
In that case I'll just have to built a smart skybox, as in, buildings in the skybox that are blocked from the lower part by a wall or something.
hmm, I tried it last night but some way it doesn't want to connect with level geometry...could this be because the skybox is parralax?
In that case I'll just have to built a smart skybox, as in, buildings in the skybox that are blocked from the lower part by a wall or something.
Posted by midkay on Thu Aug 17th 2006 at 11:33pm
Yeah, you can do that. Pretty much any 3D skybox tutorial will tell you to scale down some reference geometry and build around that. In this case, scale down the road or sidewalks in question, and start to build houses right along there.
Posted by CrazyPunk on Thu Aug 17th 2006 at 11:28pm
Err lol....
I just reread my last comment and realized a stupid, stupid mistake...
"I do understand that it is not possible to walk around in the skybox geometry but thats exactly what I want."
What I meant to say with this is that I do not want players to walk around in the skybox geometry and also know that it's not possible anyways.
Err lol....
I just reread my last comment and realized a stupid, stupid mistake...
"I do understand that it is not possible to walk around in the skybox geometry but thats exactly what I want."
What I meant to say with this is that I do not want players to walk around in the skybox geometry and also know that it's not possible anyways.
Posted by CrazyPunk on Wed Aug 16th 2006 at 9:19pm
the matresses are okay...they'll get "simplified" automaticly in DM anyway
the hanging matresses are all physics, all the standing ones 'xcept the ones around the entrance are static
Does anybody know if it is possible to make a skybox thats connected to the level in such way that the architecture lines up correctly? As in, making a building line up with a street that lies next to it, while in reality there is a sky brush next to that street?
I do understand that it is not possible to walk around in the skybox geometry but thats exactly what I want.
the matresses are okay...they'll get "simplified" automaticly in DM anyway
the hanging matresses are all physics, all the standing ones 'xcept the ones around the entrance are static
Does anybody know if it is possible to make a skybox thats connected to the level in such way that the architecture lines up correctly? As in, making a building line up with a street that lies next to it, while in reality there is a sky brush next to that street?
I do understand that it is not possible to walk around in the skybox geometry but thats exactly what I want.
Posted by Mr.INSANE on Wed Aug 16th 2006 at 9:01pm
those mattresses are probally part of the problem if all of them have physics turned on
Posted by ReNo on Wed Aug 16th 2006 at 1:19pm
Your map being big is no reason not to use cubemaps. Cubemaps will have only the tiniest of influences on performance (tiny as in, not noticeable whatsoever) provided you don't have tons of them packed around the level needlessly. Not sure what the issue you are having with that error is - you are using the "buildcubemaps" command once you launch the map in game right?
By using fog you could indeed help performance. You could tighten in the fade distance on props so that they stop being rendered after a certain distance, and the fog would hide the fact you were doing it. I think there's also an option to stop rendering ANYTHING after a certain distance, so even BSP brushes wouldn't get rendered. That said, fog isn't really the ideal answer to performance woes - if you are looking at needing fog, then its possible your performance issues stem from other issues and could be better addressed through other means.
Posted by CrazyPunk on Wed Aug 16th 2006 at 10:25am
The matresses in shot 2 are hanging from the roof, we have a whole wall of them because last winter was really cold and we needed something to enclose our acoustic session area...thus it's surrounded by matresses
And for the cubemaps....some way source keeps going bad on "cubemap used without rebuilding world" stuff, could be because I deleted the cubemaps yesterday in the bug tracking process (I found the source of the bug and am fixing it)
I might also consider not to use cubemaps at all for this map since it's rather...big. I know, I will miss all kinds of cool effects but sometimes one has to make sacrifices.
I was wondering...if I were to make the map play in a foggy night setting (dark and limited visibility outside ) could that increase the framerate a bit?
The map still runs pretty fast without vis & light performed but I realized the outside area is one big renderfest so I am looking for ways to keep performance to the max while making things still look good.
The matresses in shot 2 are hanging from the roof, we have a whole wall of them because last winter was really cold and we needed something to enclose our acoustic session area...thus it's surrounded by matresses
And for the cubemaps....some way source keeps going bad on "cubemap used without rebuilding world" stuff, could be because I deleted the cubemaps yesterday in the bug tracking process (I found the source of the bug and am fixing it)
I might also consider not to use cubemaps at all for this map since it's rather...big. I know, I will miss all kinds of cool effects but sometimes one has to make sacrifices.
I was wondering...if I were to make the map play in a foggy night setting (dark and limited visibility outside ) could that increase the framerate a bit?
The map still runs pretty fast without vis & light performed but I realized the outside area is one big renderfest so I am looking for ways to keep performance to the max while making things still look good.
Posted by Stadric on Tue Aug 15th 2006 at 7:28pm
I'm looking at those screenshots, and it looks like you ahve no cubemaps. Is that right? If so, you're going to need them.
Posted by Addicted to Morphine on Tue Aug 15th 2006 at 6:49pm
What's going on with all the matresses in shot #2?
Posted by CrazyPunk on Tue Aug 15th 2006 at 3:53pm
I didn't made much progress with the map, I picked it up again today after two weeks of rest or something...
there is a bug somewhere and I've nearly tracked it down, and I've also done some minor improvements, mostly grouping together the func_details where possible.
I didn't made much progress with the map, I picked it up again today after two weeks of rest or something...
there is a bug somewhere and I've nearly tracked it down, and I've also done some minor improvements, mostly grouping together the func_details where possible.


