• DOG_Obstacles (WIP)
    45 replies, posted
A prettied up version of the earlier screenshot: [img]http://i952.photobucket.com/albums/ae10/dogchow33/aa-1.png[/img] Sorry for not posting in the WIP section, my mistake. I saw other threads like this, and thought it was appropriate. Anyway, I took suggestions and updated the map. The top of the second floor is nodraw to reduce visleaf count, even though it's a func_detail. The func_dustclouds at the bottom have been changed since to be more green and toxic looking. It looks better from the bottom, haha.
[QUOTE=Dogchow33;30711123]A prettied up version of the earlier screenshot: [img]http://i952.photobucket.com/albums/ae10/dogchow33/aa-1.png[/img] Sorry for not posting in the WIP section, my mistake. I saw other threads like this, and thought it was appropriate. Anyway, I took suggestions and updated the map. The top of the second floor is nodraw to reduce visleaf count, even though it's a func_detail. The func_dustclouds at the bottom have been changed since to be more green and toxic looking. It looks better from the bottom, haha.[/QUOTE] It's an improvement, but still too green for my taste.
[QUOTE=Dogchow33;30711123]A prettied up version of the earlier screenshot: [img]http://i952.photobucket.com/albums/ae10/dogchow33/aa-1.png[/img] Sorry for not posting in the WIP section, my mistake. I saw other threads like this, and thought it was appropriate. Anyway, I took suggestions and updated the map. The top of the second floor is [b]nodraw to reduce visleaf count[/b], even though it's a func_detail. The func_dustclouds at the bottom have been changed since to be more green and toxic looking. It looks better from the bottom, haha.[/QUOTE] 1. It's good to nodraw faces which can't be seen by the players, but that has nothing to do with visleaves. oO 2. If you're really keen to optimize the map, re-do the floors with the vertex tools instead of just carving cylinders out and call it a day. Read the "Don't carve" section here: [url]http://rvanhoorn.ruhosting.nl/optimization.php?chapter=notices[/url]
[QUOTE=tikay;30721037]1. It's good to nodraw faces which can't be seen by the players, but that has nothing to do with visleaves. oO [/QUOTE] I thought visleafs were faces that are rendered in a map. :byodood:
[QUOTE=Dogchow33;30724840]I thought visleafs were faces that are rendered in a map. :byodood:[/QUOTE] Visleafs are what decides what should be rendered at any place in the map. Type mat_visleafs 1 in the console to see the current visleaf you are in and 2 to see every visleaf in the map.
Wow that's pretty cool, I enjoyed the vid, very nice for a first map.
I'm sorry OP but I just burst out laughing when the ceiling started pooping Other than that, the map could use alot of improvement. As everyone has already said, the layout makes no sense, etc
[img]http://cloud.steampowered.com/ugc/578927326836132696/9CBC82C3AF48831A5A44429215C8B06CD926DA5A/[/img] [img]http://cloud.steampowered.com/ugc/578927326836131376/A49D0FE7798D87C6B6410E5370C1E33AA9F7241D/[/img] Couple of update shots. It's the finished product of that room. Fully noded, with a pass to the next area, which I intend to be some sort of cinematic and transferring to the next map. The first one is getting a bit big.
smoothing groups are your friends
Is that wood debris under the vent? shouldent it be metal, or is it from something else?
[QUOTE=Dogchow33;30818431] [img]http://cloud.steampowered.com/ugc/578927326836131376/A49D0FE7798D87C6B6410E5370C1E33AA9F7241D/[/img][/QUOTE] You see those lines at the lower part of the image where you carved right? Don't do that. Use clip instead so you get brushes like this: [IMG]http://i31.tinypic.com/1zoynns.jpg[/IMG]
[QUOTE=Zyx;30821268]You see those lines at the lower part of the image where you carved right? Don't do that. Use clip instead so you get brushes like this: [IMG]http://i31.tinypic.com/1zoynns.jpg[/IMG][/QUOTE] I used the cylinder, and hollowed it out. You can't get a circular line with the clip tool, but I use clip for everything else. I can put nodraw textures there, as they should be anyway.
[QUOTE=Dogchow33;30825436]I used the cylinder, and hollowed it out. You can't get a circular line with the clip tool, but I use clip for everything else. I can put nodraw textures there, as they should be anyway.[/QUOTE] If you use hollow or cave you get the same result. It's semi okay to hollow it like you did as long as you use the vertex tool to make it look like the example on the right. What I do if I want something like that: Either use hollow on a cylinder or use the arch tool. Then use the vertex editor to move the vertices into place to make sure it's on grid.
[QUOTE=Dogchow33;30825436]I used the cylinder, and hollowed it out. You can't get a circular line with the clip tool, but I use clip for everything else. I can put nodraw textures there, as they should be anyway.[/QUOTE] Use arch tool, and clip it to square.
[QUOTE=oskutin;30828764]Use arch tool, and clip it to square.[/QUOTE] Use the vertex tool
The first map is done! And even better, the pattern still makes no sense! You find an airboat, and it leads you out of the reactor to a concrete tunnel, and that's where the map changes.
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