[QUOTE=TheXeon;16124488]SHUT THE FUCK UP ABOUT THE FUCKING NAME, Gosh.[/QUOTE]
Ohh gawd, it's hard to read that we have finished that discussion?
Ontopic:
Make the dirt track with small bumps, from displacement. :)
i need an opinion from facepunch: should i make each 180 degree turn out of 32 peices for more detail and smoothness, or just 24 to save memory?
like ppl have been saying, it is a small map, but i'm not sure
32 would be nice. Since the "bump" when you drive from 1 brush to another, will have a smaller impact on the car.
How many did you have in the first version in the curve?
[QUOTE=Sejr;16126249]32 would be nice. Since the "bump" when you drive from 1 brush to another, will have a smaller impact on the car.
How many did you have in the first version in the curve?[/QUOTE]
i had 12 for each 180
I think 24 will be fine then.
You don't need to cut the number down. You could go with 60, and as long as they're func_details they won't do any harm. If it's a small map, and it's well optimized, you can go very far with detail.
[QUOTE=Bulaba0;16131707]You don't need to cut the number down. You could go with 60, and as long as they're func_details they won't do any harm. If it's a small map, and it's well optimized, you can go very far with detail.[/QUOTE]
if i were to do that, would i make the entire turn a func_detail?
Yes, the entire turn would be func_detail. However, bulaba0's assumption is not totally accurate. You still don't want to go overboard as just the number of brush-based vertices, even if they are func_detail, can still cause lag.
[QUOTE=Skyhawk;16138124]Yes, the entire turn would be func_detail. However, bulaba0's assumption is not totally accurate. You still don't want to go overboard as just the number of brush-based vertices, even if they are func_detail, can still cause lag.[/QUOTE]
thats actually a good thing, cause i dont want to have to re-align all those textures :P
the map is probably about 1/3-1/2 done. I've got the new spawn room and garages, the main speedway, and the dirt (actually sand) track.
Excellent, Nice theme, obvious purpose, not an all in the one, but all for one theme.
Too bad there's a default speed limit in gmod, Luckily that has been modded out by jinto.
[QUOTE=Skyhawk;16138124]Yes, the entire turn would be func_detail. However, bulaba0's assumption is not totally accurate. You still don't want to go overboard as just the number of brush-based vertices, even if they are func_detail, can still cause lag.[/QUOTE]
It's a small map, with relatively few other brushes, so at least my system can handle it.
I'm not thinking/mapping for 8-year old Computers, be it my biggest problem.
apparently there is going to be an unexpected edition to this map, and Indy 500-style racetrack. My brother has been bugging me to put one in ever since i started this map, and i told him if he wants on in there, he's gonna make it. so, yea...
well... one of the things i've worried about for a long time has finally happened. The map crapped on itself:
[IMG]http://i607.photobucket.com/albums/tt158/10crazymonkay01/gm_speedway_v20000.jpg[/IMG]
it can be fixed, but between the time i last compiled and the crash i made pretty much the entire drag strip :(
EDIT:
the brushes are technically there, they just appear and disappear randomly
ANOTHER EDIT:
If anyone know what could cause this problem and/or how to fix it, please let me know
The map is very close to being ready for beta testing. I doubt if anyone would be interested, but if you want to help with the beta testing, either add me on steam ([TCOTR]crazymonkay), or send me a facepunch pm with your email address. I'll send you the map once it's ready, and i'll also give you all the server info. Just putting this stuff out there.
Sorry, you need to Log In to post a reply to this thread.