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Vordwann
767 Posts
Posted Jun 02, 2012
Replied 10 minutes later

lpfreaky90 wrote:
updated nitpicking.png:
img
It's really the tiniest details but it does make your map look so extremely much better without any of these tiny errors :thumbup:

Oh, Portal 2 mapping conventions. By the way, good job Lpfreaky!

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Lpfreaky90
2,842 Posts
Posted Jun 03, 2012
Replied 7 hours later

FelipeRRM wrote:
Thanks guys! Some nice tips there! Some are already fixed (like the button, it doesn't even exist anymore!).

The project is going slowly, but I work on it everyday! The main problem now is the compile time (is taking like 30 minutes to compile this map), and this makes it very very hard to fix bugs :sad:

Have you considered:
1 skyboxes: in screenshot 2 it looks like you'll never get there, if you build it in a skybox it should load and compile faster.
2 cordons: they provide much faster compile for small sections of your level.
3 Fast compiles: no need for normal or full compiles until your final compile OR when you want to test out lighting.

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Robdon
204 Posts
Posted Jun 03, 2012
Replied 4 hours later
Also, make sure you are making brushes that dont block sight completely, func_detail.

That helps ALOT with compile times.

Take a look here: http://www.optimization.interlopers.net/index.php?chapter=intro

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FelipeRRM
22 Posts
Posted Jun 03, 2012
Replied 4 hours later
I think my biggest problem is the skybox thing, but how can I create a huge area, like a forest, without making a huge skybox all arround it?
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Lpfreaky90
2,842 Posts
Posted Jun 03, 2012
Replied 1 hour later
The idea of the skybox is that it can be much smaller, since it will show up larger than it really is. also since you can't reach it you can use no collision model and everything in there that isn't the box itself can be func_details :wink:
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ChickenMobile
2,460 Posts
Posted Jun 03, 2012
Replied 3 hours later

FelipeRRM wrote:
I think my biggest problem is the skybox thing, but how can I create a huge area, like a forest, without making a huge skybox all arround it?

Ever heard of a 3D skybox? :razz:

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FelipeRRM
22 Posts
Posted Jun 03, 2012
Replied 2 minutes later
Yes, but I actually never tried it, as I don't think it will ever work (my models would have to be much much smaller, and I only have them on normal size, because there are trees all arround the outside area...)
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ChickenMobile
2,460 Posts
Posted Jun 03, 2012
Replied 11 minutes later
The good thing about 3d skyboxes is you don't need to scale them down to a miniature size. You can have it as a scale as 1:1, however that really removes the point in it in the first place.
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Vordwann
767 Posts
Posted Jun 03, 2012
Replied 2 minutes later

There's a tutorial on interlopers, on using Cannonfodder's MDL Decompiler to change the size of your models, which could be done for use in the skybox.

http://www.interlopers.net/tutorials/2509

The command was, after the modelname in the .qc file, to type $scale 0.0625 to convert normal models to skybox size, and $scale 16 to convert from skybox size to normal size.

Hope this helps!

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FelipeRRM
22 Posts
Posted Jun 03, 2012
Replied 1 hour later
It does help indeed, but It's a lot of work, and my only map with skybox is almost done, so I think i'll just tolerate this insanely long compile time...
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FelipeRRM
22 Posts
Posted Jun 03, 2012
Replied 23 minutes later

portal2tenacious wrote:
Could somebody just send you a test chamber .vmf to use in the mod, instead of actually becoming involved.

Well, if you can contribute that way, and if the testschamber are interesting, I can put them ingame!

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Vordwann
767 Posts
Posted Jun 03, 2012
Replied 12 minutes later

FelipeRRM wrote:
It does help indeed, but It's a lot of work, and my only map with skybox is almost done, so I think i'll just tolerate this insanely long compile time...

I really think it would be a good idea if you used the 3D skybox and scaled your models accordingly. Seriously.