Thought I’d create a thread since, nobody’s made one yet. Can’t wait to see what you guys are making this month .
Here we go again…
Next update to sb_mobenix. Made this area under glass and started making storage room/basement (idk what its called) under area 1. Also changed approach: started using dev textures from now on. Its easier, than texturing and detailing it at the same time.
taking a break from my mall project and working on something else this month. working with lotz of curves and bumps to give some depth to the geometry.
Which pathfinding algorithm are you using? I only ever used A* and that was horrifying.
Already posted these in the discord before, but here’s an island map I’ve been working on for fun. From old to new:
Was your last post really four months ago? I feel like I saw this map quite recently.
This reminds me of the Cayo Perico heist from GTA Online with the airstrip, communications tower on the island
For the mesh displacements, did you keep the whole island as one mesh?
I’m running into an issue with “sewing” meshes together. The only way I can get displacements to line up properly is if all the meshes are merged together.
One giant mesh is an issue if you want occluded VIS groups to hide parts of it. Usually I just keep the displacements sewn while I’m working and separate them into individual meshes afterward.
Wouldn’t that cause issues with the vertex painting textures onto terrain (Source’s blend textures)? The blending wouldn’t be smooth at the edges of the two meshes as opposed to a smooth transition when you have them combined.
Like I said, I already posted this in the discord earlier.
Yeah, the terrain is one big mesh. Merging edges is the only reliable way to sew displacements together, from what I can tell. You can always split them again afterwards, but I don’t know if that could lead to visual cracks between the faces.
I’ve heard people say this before, but it seems to work fine for me? The prop_static cliff in the background does get culled/rendered in its entirety, but with Hammer geometry it happens on a per-triangle basis even though it’s a single mesh:
ok wtf I tested the exact same thing in one of my maps last week and it most certainly did not go by triangles, not even for separate meshes.
When the map compiles, geometry gets split up into chunks
If you bake the prop_static to world, it should get culled like the hammer geo. I think the only “hidden” reason you’d need to split up meshes is for cubemaps. One cubemap is used by an entire mesh.
So I’ve got a random Gmod HUD from like 2012 (sort-of) running in s&box.
Edit: Worked out scaling issues!
What do you mean “basics”??
This could be a whole game in and of itself!