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ow_escapeadel(may change)


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#1 rickinator9

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Posted 20 March 2011 - 02:39 PM

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

#2 The Joker

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Posted 20 March 2011 - 05:35 PM

View Postrickinator9, 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

If its a func_tanktrain, use a logic_auto to set its speed at NewGame

#3 rickinator9

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Posted 21 March 2011 - 10:42 AM

View PostThe Joker, on 20 March 2011 - 05:35 PM, said:

If its a func_tanktrain, use a logic_auto to set its speed at NewGame

Well I was suggested(by a youtube tut) to use a func_door. I will look at how to do it with a func_tanktrain

#4 rickinator9

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Posted 21 March 2011 - 02:11 PM

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?

#5 rickinator9

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Posted 22 March 2011 - 12:36 PM

Ok so a small update: Photo1
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 cwook

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Posted 23 March 2011 - 11:46 AM

Can't see the pics. What image hosting service did you use?
Also, have you tried decompiling ow_citadel and looking at their elevator?

#7 Instant Loser

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Posted 23 March 2011 - 04:01 PM

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.)

#8 rickinator9

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Posted 24 March 2011 - 10:59 AM

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.

#9 rickinator9

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Posted 25 March 2011 - 06:31 AM

View Postcwook, on 23 March 2011 - 11:46 AM, said:

Can't see the pics. What image hosting service did you use?
Also, have you tried decompiling ow_citadel and looking at their elevator?

Yes, well, how would I decompile?

#10 Instant Loser

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Posted 25 March 2011 - 04:59 PM

I've had good luck with this.

#11 rickinator9

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Posted 31 March 2011 - 07:40 AM

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.

#12 The Joker

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Posted 31 March 2011 - 04:53 PM

View Postrickinator9, 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.

#13 rickinator9

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Posted 01 April 2011 - 07:21 AM

Here you go: Posted Image

Posted Image

I covered the places the rebels shouldn't be able to see with nodraw. I don't have any further knowledge of optimization.

It should also be noted that my pc isn't very new

#14 Instant Loser

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Posted 01 April 2011 - 12:33 PM

Your screenshots need fixing.

#15 rickinator9

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Posted 01 April 2011 - 01:07 PM

View PostInstant Loser, on 01 April 2011 - 12:33 PM, said:

Your screenshots need fixing.

Yeah, well i use Wegame, and it obviously messes up. I aren't able to think of any other (free) program.

#16 rickinator9

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Posted 01 April 2011 - 03:13 PM

View PostThe 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.
Well I got this tool working. Let's see what it produces...

#17 The Joker

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Posted 01 April 2011 - 05:08 PM

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.

#18 rickinator9

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Posted 02 April 2011 - 06:43 AM

View PostThe 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.

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 rickinator9

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Posted 02 April 2011 - 09:20 AM

View PostThe 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.

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 The Joker

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Posted 02 April 2011 - 01:23 PM

View Postrickinator9, 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

Posted Image

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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