Re: SDK single player map source
Posted by satchmo on
Thu Jan 20th 2005 at 5:50am
satchmo
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Do I understand the Steam News correctly? Are there suppose to be
six new single player map sources uploaded with the last SDK
update? I looked all over the directories, but I cannot find them.
Any idea where they are? Or did I misunderstand the meaning of the update completely?
Re: SDK single player map source
Posted by Joe-Bob on
Thu Jan 20th 2005 at 6:45am
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sourcesdk_content\hl2\mapsrc
I've looked at one of those maps.
VALVe sure does like its triggers and hints...
Re: SDK single player map source
Posted by Rof on
Thu Jan 20th 2005 at 4:21pm
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You have to start the SDK Menu at least once before you can see the new maps (until then, they are hidden in the .gcf files).
Re: SDK single player map source
Posted by Atrocity on
Thu Jan 20th 2005 at 4:26pm
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Hints, area portals, occluders, are what makes the world go round.
Re: SDK single player map source
Posted by haikeebah on
Thu Jan 20th 2005 at 4:56pm
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Dangit, I coulda used these as reference on how to optimize and use
portals/hints/occluders a long time back. I did just the most basic
optimizing on my last project (and it shows) because I obviously wasnt
using hints/etc properly, because adding hints often actually slowed my
map down and specifically window_areaportals were behaving
unpredictably :/
ah well.
Re: SDK single player map source
Posted by Vash on
Thu Jan 20th 2005 at 6:46pm
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Listen to me all you f**king idiots who keep saying 'Valve made up the
hacking incident to gain time'. THEY DIDN'T. Shut your god damn mouths.
And yes, the maps roxorz.
Re: SDK single player map source
Posted by ReNo on
Thu Jan 20th 2005 at 8:16pm
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Awfully confusing if you ask me. In places there seemed to be some
hugely unnecessary uses of clip brushes obviously to simplify the
clipping calculations or lower clipnodes, but it really wasn't worth
the added confusion it adds to the maps. I even found a few brushes
that seemed to be 100% covered in skip - what purpose does that serve?!
Re: SDK single player map source
Posted by Dred_furst on
Thu Jan 20th 2005 at 8:49pm
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you reckon they'll mind if someone rips the HL1 test chamber?
Re: SDK single player map source
Posted by Leperous on
Thu Jan 20th 2005 at 10:13pm
Posted
2005-01-20 10:13pm
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Clip data is contributing up to 1mb of my map's data, and it's fairly blocky, so I'm guessing it won't hurt at all to do whack in a few brushes when you're done with everything!
Re: SDK single player map source
Posted by Campaignjunkie on
Thu Jan 20th 2005 at 10:29pm
Posted
2005-01-20 10:29pm
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Maybe it's for physics purposes? Who knows.
Re: SDK single player map source
Posted by DrGlass on
Fri Jan 21st 2005 at 12:15am
Posted
2005-01-21 12:15am
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I dont understnad the skip brush thing, can you set the model to fade
away? I didn't know skip was used for anything other than hint
Re: SDK single player map source
Posted by ReNo on
Fri Jan 21st 2005 at 12:20am
Posted
2005-01-21 12:20am
ReNo
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Likewise - where did you find info on this, and what did you mean by "the material inside"?
Re: SDK single player map source
Posted by Agent Smith on
Fri Jan 21st 2005 at 12:32am
Posted
2005-01-21 12:32am
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Has anyone checked out the Ravenholm level yet. I though my maps were
shodily constructed, but this one is a joke. It doesn't even use a 3D
skybox, which I thought was necessary for all maps, as well as boxing
the entire level in sky. It also uses a hell of a lot of decals instead
of overlays. And I can see what everyone is talking about. There are so
many clip brushes around the place it doesn't make any sense, as well
as trigger in places the player cannot even reach. Pretty crazy.
Re: SDK single player map source
Posted by Campaignjunkie on
Fri Jan 21st 2005 at 1:31am
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The triggers and clips are probably moreso for NPC's rather than the
player. And I really don't see how you can call these VMF's shoddily
constructed: It didn't use a 3d skybox because it wasn't neccesary, and
there's nothing wrong with using decals. Some of the hint brush
placement seems a little excessive, but I guess you can never be too
careful with VIS blocking! :smile: