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                        Posted by Forceflow on 
    Wed Nov 24th 2004 at 7:07am
                     
                    
                 
                
            
            
                
    
            2420 posts
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        Registered: 
    Nov 6th 2003
                    Occupation: Engineering Student (CS)
                            Location: Belgium
             
                
                        Shouldn't there be a little more space on those balconies ? (So people can move around a bit on em)
Otherwise, looking good !
                                    
             
        
            
            
                                     
                                
                    
                        Re: [map] cs_nimrod
                        Posted by G.Ballblue on 
    Wed Nov 24th 2004 at 8:17pm
                     
                    
                 
                
            
            
                
    
            1511 posts
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    May 16th 2004
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                            Location: A secret Nuclear Bunker on Mars
             
                
                        Out of curiousity, is everything on that building solid?  I'm trying to figure out if I still need to "func_wall" things to reduce polygon count.
                                    
             
        
            
            
                                     
                                
                    
                        Re: [map] cs_nimrod
                        Posted by Agent Smith on 
    Thu Nov 25th 2004 at 1:13am
                     
                    
                 
                
            
            
                
    
            803 posts
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        Registered: 
    Aug 30th 2003
                    Occupation: Uni Student
                            Location: NSW, Australia
             
                
                        I think the idea blue is that you make detail into models, not actually using the old method of func_wall anymore. Most of the brush work is solid, but I did make the hand railing on the balcony, the little pillar things in that, a func_wall. I think we'd have to ask Reno or Lep about that, they seem to be the resident experts on all things source.
                                    
             
        
            
            
                                     
                                
                    
                        Re: [map] cs_nimrod
                        Posted by ReNo on 
    Thu Nov 25th 2004 at 3:04pm
                     
                    
                 
                
            
            
                
    
                    
                             ReNo
                            ReNo
            
                        member
     
            5457 posts
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        Registered: 
    Aug 22nd 2001
                    Occupation: Level Designer
                            Location: Scotland
             
                
                        Func_wall's are now obsolete in their use as performance tools, but still have uses as being able to switch textures and things by triggering them. The new entity to use for reducing face splitting (to reduce polycount) and stopping an object blocking vis (to decrease compile times) is the func_detail, which uses less memory than a func_wall by having absolutely no properties (ie. it is an entity purely for the sake of being an entity, not for having any functional use).
In the source engine it is encouraged to use props, as these are only held in memory once, and for every use in the map this data is referenced. On the other hand, if you build everything out of brushes, all this data is loaded in. Also, for reasons I don't know off hand, it is less expensive in terms of processing to render models than BSP stuff.
                                    
             
        
            
            
                                     
                                
                    
                        Re: [map] cs_nimrod
                        Posted by Agent Smith on 
    Fri Nov 26th 2004 at 12:02am
                     
                    
                        
                        Posted 
    2004-11-26 12:02am
                     
                 
                
            
            
                
    
            803 posts
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        Registered: 
    Aug 30th 2003
                    Occupation: Uni Student
                            Location: NSW, Australia
             
                
                        Thanks Reno, I figured it was something along those lines. It's a shame the new modelling program is so complex compared to Milkshape. It's going to make it difficult for people to make custom models as easily as before. I don't see why they couldn't introduce a smaller modelling program for small, low polygon stuff.
                                    
             
        
            
            
                                     
                                
                    
                        Re: [map] cs_nimrod
                        Posted by ReNo on 
    Fri Nov 26th 2004 at 3:44am
                     
                    
                 
                
            
            
                
    
                    
                             ReNo
                            ReNo
            
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            5457 posts
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        Registered: 
    Aug 22nd 2001
                    Occupation: Level Designer
                            Location: Scotland
             
                
                        I'm sure that Milkshape will update to support HL2 - it might only be suited to low poly stuff but thats fine for props and the like. Alternatively there is gmax, which is far more like milkshape and softimage.