ow_escapeadel(may change)
rickinator9
20 Mar 2011
I had an idea for a custom map. After ow_citadel the rebels have to escape. I made a beginning:
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
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
The Joker
20 Mar 2011
rickinator9, on 20 March 2011 - 02:39 PM, said:
I had an idea for a custom map. After ow_citadel the rebels have to escape. I made a beginning:
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
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
rickinator9
21 Mar 2011
rickinator9
21 Mar 2011
Ok so i did the elevator with func_tanktrain and goes down like this !
!
!
So that's not very good. How do i fix that?
!
!
So that's not very good. How do i fix that?
rickinator9
22 Mar 2011
cwook
23 Mar 2011
Can't see the pics. What image hosting service did you use?
Also, have you tried decompiling ow_citadel and looking at their elevator?
Also, have you tried decompiling ow_citadel and looking at their elevator?
Instant Loser
23 Mar 2011
I don't know why people love func_tracktrains so much, just use a func_movelinear. (A func_door would work too, but it'd be a bit harder to set up in this instance.)
rickinator9
24 Mar 2011
Ok. I will look at it tomorrow(got only 1,5 hour of school
) Well i havent really gone further with the map, as I did something else on the mod.
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rickinator9
25 Mar 2011
rickinator9
31 Mar 2011
Ok so i tried to compile. I took more than 3 hours and it didn't came further than 9... I am investigating this "valve batch compile tool" as people say it's better and faster than the hammer compiler.
The Joker
31 Mar 2011
rickinator9, on 31 March 2011 - 07:40 AM, said:
Ok so i tried to compile. I took more than 3 hours and it didn't came further than 9... I am investigating this "valve batch compile tool" as people say it's better and faster than the hammer compiler.
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.
rickinator9
01 Apr 2011
rickinator9
01 Apr 2011
rickinator9
01 Apr 2011
The Joker, on 31 March 2011 - 04:53 PM, 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.
The Joker
01 Apr 2011
First thing: Go over absolutely ever block you have, and texture it to nodraw. All of it, all sides, everything. Next, you need to read this:
http://optimization.interlopers.net/
That will literally help you enough to last 10 lifetimes.
Also, for screenies and videos, download this.
http://optimization.interlopers.net/
That will literally help you enough to last 10 lifetimes.
Also, for screenies and videos, download this.
rickinator9
02 Apr 2011
The Joker, on 01 April 2011 - 05:08 PM, said:
First thing: Go over absolutely ever block you have, and texture it to nodraw. All of it, all sides, everything. Next, you need to read this:
http://optimization.interlopers.net/
That will literally help you enough to last 10 lifetimes.
Also, for screenies and videos, download this.
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.
rickinator9
02 Apr 2011
The Joker, on 01 April 2011 - 05:08 PM, said:
First thing: Go over absolutely ever block you have, and texture it to nodraw. All of it, all sides, everything. Next, you need to read this:
http://optimization.interlopers.net/
That will literally help you enough to last 10 lifetimes.
Also, for screenies and videos, download this.
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.
The Joker
02 Apr 2011
rickinator9, on 02 April 2011 - 09:20 AM, said:
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.
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?