not sure if any of u guys play defrag or have played defrag in the past, but my clan <)MINIONS(> and another clan are making a small FastCaps Tourney.. For those that dont know what FastCaps is. Its a type of gameplay in defrag, in order to get a time u have to capture then opposing flag and score. its very simple, any ctf map can be used. but the current one im workin on, does not have any weapons or anything, it is strictly made for FastCaps and nothing else. unless some1 feels obligated to play for another mod.. anyway without further dudes...
its not detailed at all in anyway, not many lights have been placed, this is just the basic structure... if you can get the idea of the map. its a mining camp that comes back up outside in the center.
Well, not ALL geometry. Convert any non-vis blocking structures into detail. So anything decorative or non-axial or not contributing to vis. Caulk behind anything detail that potentially opens up to the void.
Example, all those millions of trisouped rocks and support structures... CTRL+M, CTRL+M, CTRL+M!
^Ghost wrote:but doesnt overdoing structural brushes to detail effect fps?
You should be aware of the problem of overdraw. Structural brushes do not really "care" if you have caulked touching faces, they mostly get removed by the compiler. This does *not* happen for detail brushes, were *everything* except the faces you actually can see should be covered with caulk textures. If you don't, those "dead" detail faces will all be lit and drawn, even if you do not ever see them in-game. And that can bring down FPS if you have been doing it all over the place.
well everything has been caulked from scratch then i applied face textures. so i should be good. thank you aeon, i leanred something new again! this is why i like u guys im practically re-learning the technicalities all over again
you guys know where i can find a crap load of models? im having really trouble finding any, only thing i can find are skins..
Last edited by monaster on Sun Dec 20, 2009 1:07 pm, edited 1 time in total.
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
obsidian wrote:Well, not ALL geometry. Convert any non-vis blocking structures into detail. So anything decorative or non-axial or not contributing to vis. Caulk behind anything detail that potentially opens up to the void.
Example, all those millions of trisouped rocks and support structures... CTRL+M, CTRL+M, CTRL+M!
Quite an embarrassing question to ask, since I've already been mapping for some time now, but how exactly would you know that you turned womething into detail using CTRL+M? Inside the editor (GTKRadiant 1.2.1 and 1.5.0) there's no special appearance of these brushes after converting them (unlike for example grouping them that results in blue brush edges).
By the way, obsidian: I'll send you the long promised texture today since I've been away for a long time now and have just returned to my computer today.
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
monaster,
well I always hit Ctrl+D a few times to hide/show any detail brushes. This way you can quickly check. Something I have been only doing recently is to actually hide all structural brushes with Ctrl+Shift+D, leaving the detail brushes in view.
Wohoo, it worked, THANKS! Don't know why I couldn't figure that out for myself it's even in one of my shortcut lists. By the way, using the "hide all structural brushes" method, not only detail brushes but every patch I got in my maps remains visible too, although I never converted any of these (patches) to detail. Is it possible that the editor (GTK1.2.1) is doing that automatically?
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.
Funny, when I wrote the last post I knew I might need to be more exact... Ctrl+Shift+D leaves everything non-structural in view... these are mostly the detail brushes, but also patches, and entities.
You may have noticed that patches always need caulk brushes behind them to block vis. This is due to the fact that patches *are* detail (or more to the point are non-structural) by default.
Thanks for clearing things up.
Yep, I think obsidian said that patches always need caulk brushes behind them to block vis a few days (weeks/months?) ago on LEM. Or maybe it's been someone else, but I remember something like this being mentioned.
If you are caught on a golf course during a storm and are afraid of lightning, hold up a 1-iron. Not even God can hit a 1-iron.
-Lee Trevino, golfer who actually has been struck by lightning.