func details?!

func details?!

Re: func details?! Posted by StixNStonz on Fri Sep 16th 2005 at 8:12am
StixNStonz
71 posts
Posted 2005-09-16 8:12am
71 posts 17 snarkmarks Registered: Feb 25th 2005 Occupation: student Location: canada
so yeah, i might be posting here a bit.

Ive mapped quite a bit for source, but now really really want to map for NS, a mod ive been in love with for years.

My first Q... are there anything akin to func_details?

and any other general pointers for someone used to source who's now hittin up the HL1?
Re: func details?! Posted by Crono on Fri Sep 16th 2005 at 8:22am
Crono
6628 posts
Posted 2005-09-16 8:22am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Um, take a look through the HL1 tutorials. Something you should already be familiar with, since, Source is the same thing ... with some new features.

And, func_wall is what you want to use. All the func_ based brushes work by the same principles as in hl2 ... in fact everything that both engines have in common work on the same principles.

In any case ... to answer your questions ... you're at a site created for hl mapping ... amongst the best of the best for information. Just browse around.
Blame it on Microsoft, God does.
Re: func details?! Posted by Paladin[NL] on Fri Sep 16th 2005 at 1:35pm
Paladin[NL]
157 posts
Posted 2005-09-16 1:35pm
157 posts 56 snarkmarks Registered: May 4th 2004 Occupation: Student/mapper Location: Netherlands
In any case ... to answer your questions ... you're at a site
created for hl mapping ... amongst the best of the best for
information. Just browse around.
One where there's being talked in plain english...unlike valve-erc
Re: func details?! Posted by StixNStonz on Fri Sep 16th 2005 at 9:58pm
StixNStonz
71 posts
Posted 2005-09-16 9:58pm
71 posts 17 snarkmarks Registered: Feb 25th 2005 Occupation: student Location: canada
so does that mean that complicated architecture should be made into func_walls?

func_details are used to ease the breakup of the bsp, but i was under the impression that func_walls were hard on the engine...
Re: func details?! Posted by Crono on Fri Sep 16th 2005 at 10:09pm
Crono
6628 posts
Posted 2005-09-16 10:09pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
It doesn't work the same way. The ONLY options you have in HL1 are the func_ brushes. So, if you want to pass through it ... use invisible (or whatever that one is) if it's a solid object use wall. If it's breakable use ... breakable. There's not many more options.

As for "breaking up the BSP" ... no ... you basically have to rely on nice placement in HL1 for VIS blocking ... if you really need it, you place hint brushes. Other then that ... there's really nothing else as far as "occludes" or "vis portals" go.

All that stuff is new in HL2.

Also, in hl1, it's much easier to see if your map will run well. There are r_speeds, which is basically a polygon count. Really all you have to do is keep polygon counts low. To do that, you use func_ brushes pressed up against real world brushes, you do that so it doesn't split the face ... making more polygons.

In hl1 texture resolution is more of an issue, you can make it too small or else everything will be split too much and become laggy.

As for what I think you're talking about: planes, all you can do is limit the amount of unique angels you make. Try to make things line up as often as possible.

VIS leafs work the same way ... but aren't as good, since you have no blocking utensil, like a portal.

I hope that all helps.

Paladin: what? :confused:
Blame it on Microsoft, God does.