ow_escapeadel(may change)
#1
Posted 20 March 2011 - 02:39 PM
So the next "stages" the rebels will have to traverse a canister warehouse, and the final objective would be to wait for an elevator which would bring the rebels further down the citadel.
I do have an Q: How do i make it so an elevator at the beginning will ride automatically down?
That's it for now
#2
Posted 20 March 2011 - 05:35 PM
rickinator9, on 20 March 2011 - 02:39 PM, said:
So the next "stages" the rebels will have to traverse a canister warehouse, and the final objective would be to wait for an elevator which would bring the rebels further down the citadel.
I do have an Q: How do i make it so an elevator at the beginning will ride automatically down?
That's it for now
If its a func_tanktrain, use a logic_auto to set its speed at NewGame
#4
Posted 21 March 2011 - 02:11 PM
!
!
So that's not very good. How do i fix that?
#5
Posted 22 March 2011 - 12:36 PM
Here we see the hall, added some npc clips to help combine go over the headcrab canister.
Photo2
Here we see some escaped headcrabs.
So this will be on hold until I figure out what objective this place will get.
Edit: Just follow the links to the photo's
#6
Posted 23 March 2011 - 11:46 AM
Also, have you tried decompiling ow_citadel and looking at their elevator?
#7
Posted 23 March 2011 - 04:01 PM
#8
Posted 24 March 2011 - 10:59 AM
#11
Posted 31 March 2011 - 07:40 AM
#12
Posted 31 March 2011 - 04:53 PM
rickinator9, on 31 March 2011 - 07:40 AM, said:
You don't need that tool. You need to optimize. Mind providing me with a development screenshot from Hammer? I can tell you what you need to do, because a 3 hour compile and not getting further on the Portal Flow than 9 means a pretty ridiculously unoptimized map.
#14
Posted 01 April 2011 - 12:33 PM
#16
Posted 01 April 2011 - 03:13 PM
The Joker, on 31 March 2011 - 04:53 PM, said:
#17
Posted 01 April 2011 - 05:08 PM
http://optimization.interlopers.net/
That will literally help you enough to last 10 lifetimes.
Also, for screenies and videos, download this.
#18
Posted 02 April 2011 - 06:43 AM
The Joker, on 01 April 2011 - 05:08 PM, said:
http://optimization.interlopers.net/
That will literally help you enough to last 10 lifetimes.
Also, for screenies and videos, download this.
Please note that my pc is 5 years old, so it may be lagging with fraps.
Edit: It would seem my map is indeed very badly optimised, even more bad than the examples shown on the site. I guess it's my skybox that's 5 times bigger than it needs to be. When I complete the map I plan on deleting the skybox, as players wouldn't be able to see it.
#19
Posted 02 April 2011 - 09:20 AM
The Joker, on 01 April 2011 - 05:08 PM, said:
http://optimization.interlopers.net/
That will literally help you enough to last 10 lifetimes.
Also, for screenies and videos, download this.
Why should i texture everything with nodraw? People would not know where to walk and eventually fall off. Also I don't really get what brush i should change to func_detail. I also don't really understand all that visleaf stuff. If you would like it I can send the vmf of the current state of the map.
#20
Posted 02 April 2011 - 01:23 PM
rickinator9, on 02 April 2011 - 09:20 AM, said:
Texture everything in nodraw, then place dev textures on everything you can absolutely see. Texture walls and such take up more space/performance/rendering for your map, so its best to nodraw absolutely everything you can. When you place new blocks, have the texture set to nodraw, and afterwards texture only what you can see. Like I said, this will help you ten-fold in optimization.
Do NOT delete the skybox, ever. You just have to resize it to be absolutely optimized like it said in the images on Interlopers.net.
ON THIS IMAGE, USE #1, #2, or #4 FOR YOUR SKYBOX, NOT #3
You don't have to make blocks func_detail all the time. Large blocks(walls, building foundations) should not be func_detail. Small blocks(walls for cover, fences) should be func_detail. It also helps to group SMALL blocks with eachother so that they can all be counted as single things, which takes the map less to render(they aren't even that important) Group together stairs, complicated blocks etc. so that they can be rendered as one specific thing.
As for the FRAPS thing, why not just use it to take fullscreen screenshots just incase you need us to see something?
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