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Quote from Vordwann on June 2, 2012, 11:30 pmlpfreaky90 wrote:updated nitpicking.png:
It's really the tiniest details but it does make your map look so extremely much better without any of these tiny errorsOh, Portal 2 mapping conventions. By the way, good job Lpfreaky!

It's really the tiniest details but it does make your map look so extremely much better without any of these tiny errors

Oh, Portal 2 mapping conventions. By the way, good job Lpfreaky!
[spoiler][SP] Alternate[/spoiler]
Quote from Lpfreaky90 on June 3, 2012, 6:39 amFelipeRRM 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
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.
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
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.
Quote from Robdon on June 3, 2012, 11:18 amAlso, 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
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
Quote from FelipeRRM on June 3, 2012, 3:20 pmI 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?
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?
Quote from Lpfreaky90 on June 3, 2012, 5:00 pmThe 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
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

Quote from ChickenMobile on June 3, 2012, 8:25 pmFelipeRRM 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?
Ever heard of a 3D skybox?
Quote from FelipeRRM on June 3, 2012, 8:27 pmYes, 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...)
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...)

Quote from ChickenMobile on June 3, 2012, 8:38 pmThe 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.
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.
Quote from Vordwann on June 3, 2012, 8:40 pmThere'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!
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!
[spoiler][SP] Alternate[/spoiler]
Quote from FelipeRRM on June 3, 2012, 10:02 pmIt 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...
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...