[Video] 3kliksphilip explains how CSGO's Blacksite map was optimized
17 replies, posted
https://www.youtube.com/watch?v=EYDaIKIoOkw
Noticed all this when I tried to port the map to GMod. It's a circus of work-arounds and half-measures and it's an absolute horror to work with on a technical level, but people think it looks cool so I get requested to port it constantly. I'll just show them this video next time.
The main takeaways from this are that Valve is incredibly skilled at working with their old engine, and also that the fact that they're still using said engine is horrifying.
"It's a circus of work-arounds and half measures and it's an absolute horror to work with on a technical level"
yeah it's on the Source engine in 2019 alright
Source in 2019 is fine, just not for open-world.
the greatest minds in the industry working with sticks and rocks
CS:GO engine is actually much better than gmod's engine in terms of features and performance. Except for the fact there are no lods in the game.
What the actual fuck? It seems like they have barely changed how visibility is calculated from the Quake 1 engine.
But most importantly why are there no LODs in CSGO?? That seems backwards to me, especially considering how much work they seemed to do to get around it and considering if they can fade things that's what a LOD system does anyway.
I created a super simple one for the Quake engine using the game's scripting language so I could make larger maps, you're telling me valve couldn't change the CSGO engine a bit to do LODs?
Sometimes things just get lost or added to Source. They intended to update the networking and put it in the HL2 Episode 1 engine but the old commands somehow found their way back in the Orange Box and
newer versions.
Source's lack of any kind of decent mapping system is not fine. Or PBR for that matter.
I was hoping CSGO would have been ported to Source 2 by now, certainly it would have made it so much easier to make this map.
Even CS:GOs Hammer makes me want to shoot myself. It's stupidly easy for something to break/not work, has limitations and having to compile it every time you want to see a change is a pain especially if it's a larger map. Hammer was always one of easiest to pick up and learn level editors but after a while you start to notice so many problems with it just becomes a pain to work with.
Also don't you still have to go through a bunch of third party programs to just import something as basic as a model?
Source compared to any engine made within the last 10 years is horrible especially with workflow.
This is why I can't wait for S&box
and no func_vehicle
I'd argue it's because CSGO doesn't need LODs. Visibility is super important, so you never want the silhouettes to change, and the maps are pretty small, so the distance-based fadeout works sufficiently. Still, it seems kinda masochistic to not at least enable it for maps like Blacksite.
lods would be utter cancer pls no
they arent even needed, cs runs perfectly fine if you aren't on literal decade+ old hardware
Pragma is going along well too
https://youtu.be/Z0DnguHp320
it has prop_vehicle instead
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