Re: TF2 - my new map teaser
Posted by haymaker on
Wed Jul 29th 2009 at 4:26am
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agree with aaron here, try to use models where you can in these instances. that way you have the option of setting fades at least when you're optimising. speaking of which it's not a bad idea to hide complex models in lil alcoves and such so's you can be aggressive on the fades. glhf
Re: TF2 - my new map teaser
Posted by haymaker on
Wed Jul 29th 2009 at 10:57pm
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func_lod known to be a processor hog especially on lower systems. doesn't work the same as prop fades. use with care.
I wasn't suggesting turning your brushwork into models, more like go cruise the net to find modeled alternatives.
Re: TF2 - my new map teaser
Posted by Kampy on
Thu Jul 30th 2009 at 8:04pm
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prop fades? how does that work?
Re: TF2 - my new map teaser
Posted by haymaker on
Fri Jul 31st 2009 at 12:51am
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In principle I agree fully with your sentiment Riven. I did the same thing for my first release, architecturally. It ended up being a shit map in terms of performance and gameplay, though, so my point of view is biased.
There are plenty of great brushwork source maps out there in terms of architecture but by today's standards I see a lot of detail work that is hit and miss depending on the subject.
I agree that it's easy to fall into prop-trap mindsets, there's far too many pipeset32d or what have you out there in MP maps, but I think that is also partly because of an author's desire to over-detail to SP standards. As this is for MP I'd urge someone to consider the players and their expectations as much as their own artistic ambitions.
edit: on second look the screenshots are really not very flattering, there's no shadows on the tanks. They could use a more detailed texture too, and some dirt decalwork etc. Give us some closeups with real lighting!
Re: TF2 - my new map teaser
Posted by Kampy on
Sat Aug 1st 2009 at 8:31am
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your link somehow didnt work, but tbhwy Im quite satisfied with the spikeyness of my hills. gotta really work on other things - maybe Ill check the hills later again.
Re: TF2 - my new map teaser
Posted by reaper47 on
Sat Aug 1st 2009 at 1:17pm
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I never used func_lods before either. Maybe I should have? Maybe some stairs or a brush-based fence consisting of lots of little planks, brush based decorations, etc...
Generally, though, you don't want world geometry to fade. Rather use it to block visibility. Almost all of the more detailed parts should be done using props/models with Source either. A single brush-face is about as expensive to render as 100 model-faces.
90% of optimization is still done with a) VIS optimization and maybe an area portal or occluder here and there and b) avoiding of expensive shaders (water), particle effects (func_dustclouds close to the player) or, as you figured out the hard way, dynamic lights!
Re: TF2 - my new map teaser
Posted by haymaker on
Sat Aug 1st 2009 at 6:04pm
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reason I advised against func_lod there was because I did try using it on shipshape, for some detail at the stern, and found it to have negative impact. I think the deal is that you can't control the start fade point, only the end, so it actually creates more work for the engine than it's worth.
When I do prop fades for MP maps I've been getting aggressive with the start /end points to minimize that, ie start @1352 end @1368 depending on the location etc. For little props like lamps and stuff you can get even closer, like start @511 end @512.
In this case Kampy, to save a chunk of server overhead, I would break up the brush-models and select as many parts as you can to be non-solid func_illusionary, and make the remainders func_detail. For example the straps holding the rocket; or even the wheels, where you can just make a big tools/invisible block to handle the simpler collisions ( make tools/invisible func_detail, it blocks vis, in ep1 anyway ).
Re: TF2 - my new map teaser
Posted by haymaker on
Mon Aug 3rd 2009 at 3:50pm
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what texture scale do you ahve your sand set to? Looks 'stretched' esp in pic 3 with the tower. Also wondering what you have the light_env angles at, somehow the shadows aren't that effective.
Set 'disable shadows' to yes to fix that ugly fence shadow from the chainlink model there @ US flag building. If you get adventurous you can use blocklight for some fancy effects.
Re: TF2 - my new map teaser
Posted by Kampy on
Tue Aug 11th 2009 at 11:03am
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2009-08-11 11:03am
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I was always bad at lighting - is there a good advanced tutorial on how to use the lights? I know of course the basic features, but some tricks would be helpful.
Re: TF2 - my new map teaser
Posted by G4MER on
Wed Aug 19th 2009 at 1:52pm
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Ahh you have a broken texture.
Cool deal on the maps. its looking good.
Re: TF2 - my new map teaser
Posted by G4MER on
Fri Aug 21st 2009 at 10:11pm
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2009-08-21 10:11pm
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Id be happy to hop on a server and test it with you. Let me know when.
Re: TF2 - my new map teaser
Posted by Kampy on
Sat Aug 22nd 2009 at 7:52am
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would be awesome if you had any friends to join us. I might find two more of my friends at the most who might join. So right now it's me, riven, you and maybe one guy from another forum and we need at the very least 6 people. anyone else btw? ;-)
Re: TF2 - my new map teaser
Posted by G4MER on
Sat Aug 22nd 2009 at 8:03am
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I also have 2 sons who can join us.