Page 1 of 1

FastCaps

Posted: Mon Oct 26, 2009 2:48 pm
by ^Ghost
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...
Image
Image
Image
Image
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.

Re: FastCaps

Posted: Thu Oct 29, 2009 2:20 pm
by ^Ghost
so any1 know how to get rid of the error max_map_visibility exceeded without having to map it all over again

Re: FastCaps

Posted: Thu Oct 29, 2009 2:38 pm
by cityy
Well, as said in the common error messages thread (http://www.quake3forum.com/forum/viewto ... dd48ab0981) The only things you could do are rework it, simplify/enhance the structur or make it smaller.

Re: FastCaps

Posted: Thu Oct 29, 2009 6:12 pm
by Pat Howard
Wait, what? Making all possible geometry into detail fixes this for me.

Re: FastCaps

Posted: Thu Oct 29, 2009 6:35 pm
by obsidian
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!

Re: FastCaps

Posted: Thu Oct 29, 2009 8:31 pm
by ^Ghost
but doesnt overdoing structural brushes to detail effect fps?

Re: FastCaps

Posted: Thu Oct 29, 2009 8:44 pm
by Hipshot

Re: FastCaps

Posted: Thu Oct 29, 2009 8:52 pm
by ^Ghost
well fuck me.. i could have been compiling maps so much faster if i had known that. thank you sir!

Re: FastCaps

Posted: Fri Oct 30, 2009 12:10 pm
by AEon
^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.

Re: FastCaps

Posted: Fri Oct 30, 2009 5:20 pm
by ^Ghost
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 :D 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..

Re: FastCaps

Posted: Fri Oct 30, 2009 6:35 pm
by obsidian
viewtopic.php?f=10&t=290

See section Map Objects.

Re: FastCaps

Posted: Sun Dec 20, 2009 1:05 pm
by monaster
Double post, sorry!

Re: FastCaps

Posted: Sun Dec 20, 2009 1:06 pm
by monaster
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.

Re: FastCaps

Posted: Sun Dec 20, 2009 4:25 pm
by AEon
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.

Re: FastCaps

Posted: Fri Dec 25, 2009 8:38 am
by monaster
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. :tard: 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?

Re: FastCaps

Posted: Fri Dec 25, 2009 11:43 am
by AEon
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.

Re: FastCaps

Posted: Fri Dec 25, 2009 9:33 pm
by monaster
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.