Ok I would cute off the npc's and the train and dock's. They do not do much. But I be happy to help you work on apartments and Nexus
I'm not sure how models work in Source, but perhaps if they had too many brushes they could offload some into models by simply modelling a building or two rather than using brushes to build them?
[quote="Pj the Dj"]I have a feeling a lot of the map could be faked by a 3d skybox[/quote]Kind of like what they have in cp_Hydro in TF2? The upper part of the satellite dish is part of the skybox. That's not a bad idea, but have to be careful with viewing angles otherwise it spoils the illusion. We'll try and put as much of the external details within the skybox too, will that reduce the load?
NPC's may be a no go at the moment, as far as having AI for walking around. Some static NPC's for choreographed purposes only may work though, such as having a guide at the beginning of the map for new players.
If we can integrate the fog into the aesthetics of the map at the beginning and work around that, it may help with performance and visual style if we account for it.
And the docks may end up just becoming the warehouses with any water in the distance confined to the skybox on the edge.
[QUOTE=ScoutKing]Ok I would cute off the npc's and the train and dock's. They do not do much. But I be happy to help you work on apartments and Nexus[/QUOTE]
HELL no...KEEP THE TRAINS!
Just use brush tracks and let the players do the rest. Make them PHX gauge and you will have solved the problem.
Fog would make sense, it's a seaside map after all. Just make sure it's not too strong.
[QUOTE=rossmum]I'm not sure how models work in Source, but perhaps if they had too many brushes they could offload some into models by simply modelling a building or two rather than using brushes to build them?[/QUOTE]
The light and shadows would look awfully undetailed
Oh.
I came from the Halo community, where the editing kit only populated and compiled maps... all the work was done in 3DS.
Well in source it's different, models use vertex lighting and don't self shadow, brushes use lightmaps and do.
Well that's a bit of a bummer.
:argh: VALVE
Actually you can bake the shadows into a texture. That way it looks like it's been lightmapped when it really hasn't.
[QUOTE=The Watcher]Actually you can bake the shadows into a texture. That way it looks like it's been lightmapped when it really hasn't.[/QUOTE]
You can, but it would be incredibly tedious and equally impractical.
Would have to be a static prop then, and the positioning of it in both the game and the light when you made the textures would have to be spot on, or it would look like ass.
It might be impractical but I've seen it used in a DOD map.
[url]http://www.thomashess.net/the_brewery2.jpg[/url]
Unless there's actually an option for that to happen directly to the model without needing to change textures it'll probably be too difficult.
meh.
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