OCD Mappers
Quote from jamesf141 on August 16, 2011, 5:24 amMasterLagger wrote:I mean the person actually took a photo show the wall tiles being half cut near the floor, it was also aligned with everything else in the room. I fixed the entire map so the tiles were whole tiles and aligned but still, I've seen tiles cut in stranger places.I think we have a few OCD Players as well.
I've done a similar thing on someone else's map, because misaligned textures are my real bug-bear. I don't care how good the chamber is, if I see one misaligned texture it isn't getting over a 3 (maybe 4 if the puzzle is excellent and the misaligned texture can only be found after hours of searching), because that texture needs fixing. And while it's clearly not as bad as some people (I really don't mind much about point entities, but I do like them to be near what they affect)...
*raises hand* As far as textures and alignment of models is concerned, I'm pretty OCD. Which is why I find misaligned textures so annoying in other maps. Also, indicator lights have to fall either exactly on a crossing point between tile lines, or equidistant from tile lines. And this is why I get so bugged by misaligned textures in other maps...
I think we have a few OCD Players as well.
I've done a similar thing on someone else's map, because misaligned textures are my real bug-bear. I don't care how good the chamber is, if I see one misaligned texture it isn't getting over a 3 (maybe 4 if the puzzle is excellent and the misaligned texture can only be found after hours of searching), because that texture needs fixing. And while it's clearly not as bad as some people (I really don't mind much about point entities, but I do like them to be near what they affect)...
*raises hand* As far as textures and alignment of models is concerned, I'm pretty OCD. Which is why I find misaligned textures so annoying in other maps. Also, indicator lights have to fall either exactly on a crossing point between tile lines, or equidistant from tile lines. And this is why I get so bugged by misaligned textures in other maps...
Quote from RubbishyUsername on August 16, 2011, 8:55 amHMW wrote:BrainstoneX wrote:I don't nodraw the outsides of my map.It's not necessary to do that anyway. It happens automatically during compilation.
(Just thought I'd mention this, since it seems to be a common misconception that you have to make all outside walls nodraw in order to improve performance.)
DAMMIT!
I now have a leak round all of my lights trying to optimize by nodrawing evertyhing... and it's taking ages to fix.
Also - being a little nerdy here - you could make a "neat" destroyed map by using ratios like the Golden one (1.6ish) and other simple ratios to place features at positions in the room where they appear aesthetically pleasingly. For example, placing a drip 2/3 of a way down a corridor (2:1), or a plant 3/8ths of a way into a room (3:5). People tend to find those unconsciously pleasing.
It's not necessary to do that anyway. It happens automatically during compilation.
(Just thought I'd mention this, since it seems to be a common misconception that you have to make all outside walls nodraw in order to improve performance.)
DAMMIT!
I now have a leak round all of my lights trying to optimize by nodrawing evertyhing... and it's taking ages to fix.
Also - being a little nerdy here - you could make a "neat" destroyed map by using ratios like the Golden one (1.6ish) and other simple ratios to place features at positions in the room where they appear aesthetically pleasingly. For example, placing a drip 2/3 of a way down a corridor (2:1), or a plant 3/8ths of a way into a room (3:5). People tend to find those unconsciously pleasing.
Quote from Vordwann on August 16, 2011, 10:01 amActually, indicator lights fill up one of the four "quarters" length/width of squares in a texture. They should not be on the lines or equidistant from them because this creates problems when passing from some walls to others in corners. This is why offsetting the texture to the left or right from the center/sides by (i think, havn't had access to hammer in a few days) 2 units, creates the same effect and works neatly no matter what orientation of lights you are having. I'm sure I could upload an image step by step tutorial.
Actually, indicator lights fill up one of the four "quarters" length/width of squares in a texture. They should not be on the lines or equidistant from them because this creates problems when passing from some walls to others in corners. This is why offsetting the texture to the left or right from the center/sides by (i think, havn't had access to hammer in a few days) 2 units, creates the same effect and works neatly no matter what orientation of lights you are having. I'm sure I could upload an image step by step tutorial.
[spoiler][SP] Alternate[/spoiler]
Quote from satchmo on August 16, 2011, 8:31 pmVordwann wrote:Actually, indicator lights fill up one of the four "quarters" length/width of squares in a texture. They should not be on the lines or equidistant from them because this creates problems when passing from some walls to others in corners. This is why offsetting the texture to the left or right from the center/sides by (i think, havn't had access to hammer in a few days) 2 units, creates the same effect and works neatly no matter what orientation of lights you are having. I'm sure I could upload an image step by step tutorial.You are absolutely correct. Just look at any of Valve's official levels as a reference. The grid should be set to "8" when you're working with indicator overlays. Each overlay without stretching should fit into a 64 unit brush. When you are adjusting the dimensions of the overlay (stretching or shortening), you have to adjust the "U End" value accordingly. A calculator is very handy for this purpose, just measure the brush length, and divide the value by 64 to get the proper "U End" value.
The indicator light spots should never fall on a tile seam.
You are absolutely correct. Just look at any of Valve's official levels as a reference. The grid should be set to "8" when you're working with indicator overlays. Each overlay without stretching should fit into a 64 unit brush. When you are adjusting the dimensions of the overlay (stretching or shortening), you have to adjust the "U End" value accordingly. A calculator is very handy for this purpose, just measure the brush length, and divide the value by 64 to get the proper "U End" value.
The indicator light spots should never fall on a tile seam.
Vengeance
Olympic
[SP] Interception
Interception PeTI
Herman
Uprise
Unified
Quote from ChickenMobile on August 16, 2011, 11:44 pmsatchmo wrote:You are absolutely correct. Just look at any of Valve's official levels as a reference. The grid should be set to "8" when you're working with indicator overlays. Each overlay without stretching should fit into a 64 unit brush. When you are adjusting the dimensions of the overlay (stretching or shortening), you have to adjust the "U End" value accordingly. A calculator is very handy for this purpose, just measure the brush length, and divide the value by 64 to get the proper "U End" value.The indicator light spots should never fall on a tile seam.
You don't even need a calculator to figure out the values. Just turn off Texture Lock
and stretch it accordingly.
The indicator light spots should never fall on a tile seam.
You don't even need a calculator to figure out the values. Just turn off Texture Lock
and stretch it accordingly.
Quote from Vordwann on August 16, 2011, 11:51 pmI'm glad an OCD mapper agrees with me
Sometimes I think a lot of the things I do are just me...
I'm glad an OCD mapper agrees with me
Sometimes I think a lot of the things I do are just me...
[spoiler][SP] Alternate[/spoiler]
Quote from Omnicoder on August 17, 2011, 12:17 ammorrock wrote:lol, the powers of 2 thing is usually just for memory limits and whatnot. Though I remember reading somewhere that the bsp algorithm in Source is more optimized if you try to constrain room sizes and and wall widths to powers of 2. I believe that. Also positions are always saved to 32 bits, regardless, so snapping to a grid shouldn't save map data. The origin isn't 0, it's 0.000000. It's compiled into a bytecode anyways, so it's actually 0x000000.I map like a programmer, so no, my maps look good once compiled, but they're a mess otherwise. Non-visible point entities are placed in a logical fashion, but never too organized.
Source BSPs actually don't use a binary format for numbers. Everything from doubles to strings are... strings.
I map like a programmer, so no, my maps look good once compiled, but they're a mess otherwise. Non-visible point entities are placed in a logical fashion, but never too organized.
Source BSPs actually don't use a binary format for numbers. Everything from doubles to strings are... strings.
Quote from Hober on August 17, 2011, 11:51 amOmnicoder wrote:Source BSPs actually don't use a binary format for numbers. Everything from doubles to strings are... strings.Somehow the renderer has to be able to do 29.3 + 4.7, and there's no way in hell that calculation is being done on strings.
Somehow the renderer has to be able to do 29.3 + 4.7, and there's no way in hell that calculation is being done on strings.
Quote from Omnicoder on August 17, 2011, 12:08 pmHober wrote:Omnicoder wrote:Source BSPs actually don't use a binary format for numbers. Everything from doubles to strings are... strings.Somehow the renderer has to be able to do 29.3 + 4.7, and there's no way in hell that calculation is being done on strings.
They're converted to floats when loaded. I was talking about the BSP format not the memory format.
Somehow the renderer has to be able to do 29.3 + 4.7, and there's no way in hell that calculation is being done on strings.
They're converted to floats when loaded. I was talking about the BSP format not the memory format.
