Outdoor map - general question
Quote from s_tones on January 23, 2012, 7:35 pmI have a fairly large outdoor map.
I've read that one should avoid the big square box enclosure but I'm not sure how else you would approach this. What I want to do is basically a 3D skybox/fog thing so that the perimeter area sort of fades off in to the foggy distance.Other than a large surrounding box is there a better way to approach this?
Is there a big performance penalty for rendering this with a big surrounding box?Thanks
Steve
I have a fairly large outdoor map.
I've read that one should avoid the big square box enclosure but I'm not sure how else you would approach this. What I want to do is basically a 3D skybox/fog thing so that the perimeter area sort of fades off in to the foggy distance.
Other than a large surrounding box is there a better way to approach this?
Is there a big performance penalty for rendering this with a big surrounding box?
Thanks
Steve
Quote from spongylover123 on January 23, 2012, 7:48 pmThe big square box is fine for specific maps, such as Wheatley and underground.
Valve used it over 10 times.
It's like people say DON'T USE THE CARVE TOOL!
But you can use it to cut something square out.
The big square box is fine for specific maps, such as Wheatley and underground.
Valve used it over 10 times.
It's like people say DON'T USE THE CARVE TOOL!
But you can use it to cut something square out.

Quote from ChickenMobile on January 24, 2012, 3:55 amA big box round the map is allowed when: the whole walkable area of the map has no enclosed spaces which you would use to cut off to enhance performance.
But I still think you shouldn't carve. Tis bad news *nod* *nod*
A big box round the map is allowed when: the whole walkable area of the map has no enclosed spaces which you would use to cut off to enhance performance.
But I still think you shouldn't carve. Tis bad news *nod* *nod*
Quote from Spam Nugget on January 24, 2012, 8:19 amsquare/rectangular things work fine, but with such simple shapes its almost always quicker to just use the clipping tool.
square/rectangular things work fine, but with such simple shapes its almost always quicker to just use the clipping tool.

I think in terms of boolean variables. Generally, it makes things easier.

Quote from josepezdj on January 24, 2012, 10:39 am@Steve:
I deeply suggest you to use the 3D skybox instead of the large surrounding box. I suppose this post is related to your previous one about 3D skybox, right? Please check my reply to your previous post:
http://forums.thinking.withportals.com/post63525.html#p63525
I think you could just use the 3D skybox with the due toolskybox textured brushes inside your chambers + a fog_controller entity placed inside your "real" map (not in the 3D skybox... you have fog settings available in the sky_camera entity, but that fog won't extend to the inside of your chambers!), and if you think you need it (for example for a death pit) you could build a "partially" big box at some places altogether with some env_fade entities (https://developer.valvesoftware.com/wiki/Env_fade)... but I won't suggest you the big box surrounding all map...
It is extremely costly for performance in-game and also for compiling. Anyway, if you really want to choose this way, I suggest you to decompile this map: "sp_a4_jump_polarity.bsp". It is the best one for you to learn the right way (Valve's way) for building the big box around your map. Try to check out how they use the "hint" tools/texture altogether with the "Skip" one. They make big brushes with these textures to delimit areas properly... Also do not forget to turn into a Fuc_detail anything it's not a border-brush in your map in order to reduce compile time and performance. I assume you know you have to use the nodraw texture everywhere that cannot be seen in the map, and ofc in all outside brush sides.
I hope this helps!
@Steve:
I deeply suggest you to use the 3D skybox instead of the large surrounding box. I suppose this post is related to your previous one about 3D skybox, right? Please check my reply to your previous post:
http://forums.thinking.withportals.com/post63525.html#p63525
I think you could just use the 3D skybox with the due toolskybox textured brushes inside your chambers + a fog_controller entity placed inside your "real" map (not in the 3D skybox... you have fog settings available in the sky_camera entity, but that fog won't extend to the inside of your chambers!), and if you think you need it (for example for a death pit) you could build a "partially" big box at some places altogether with some env_fade entities (https://developer.valvesoftware.com/wiki/Env_fade)... but I won't suggest you the big box surrounding all map...
It is extremely costly for performance in-game and also for compiling. Anyway, if you really want to choose this way, I suggest you to decompile this map: "sp_a4_jump_polarity.bsp". It is the best one for you to learn the right way (Valve's way) for building the big box around your map. Try to check out how they use the "hint" tools/texture altogether with the "Skip" one. They make big brushes with these textures to delimit areas properly... Also do not forget to turn into a Fuc_detail anything it's not a border-brush in your map in order to reduce compile time and performance. I assume you know you have to use the nodraw texture everywhere that cannot be seen in the map, and ofc in all outside brush sides.
I hope this helps!
Quote from s_tones on January 24, 2012, 1:30 pmthanks to all for the great tips. I will decompile that map josepezdj and look it over.
I am very happy with my new map but I need to get the surrounding environment in order.
Hope to release soon.Steve
thanks to all for the great tips. I will decompile that map josepezdj and look it over.
I am very happy with my new map but I need to get the surrounding environment in order.
Hope to release soon.
Steve
Quote from Moth on January 25, 2012, 6:58 amI'm working on a map right now, you can see it in the Showcasing thread here: post63578.html#p63578
It's a *very* large open area enclosed in a giant box made from displacements (don't forget a nodraw hull if you do this!)
As mentioned above, it's acceptable to do this sometimes. Sure it's not ideal, but sometimes is the only way to enclose such a large area. Framerate isn't an issue if you ALWAYS keep optimisation at the front of your mind.
I'm working on a map right now, you can see it in the Showcasing thread here: post63578.html#p63578
It's a *very* large open area enclosed in a giant box made from displacements (don't forget a nodraw hull if you do this!)
As mentioned above, it's acceptable to do this sometimes. Sure it's not ideal, but sometimes is the only way to enclose such a large area. Framerate isn't an issue if you ALWAYS keep optimisation at the front of your mind.

"Such monstrous sucking-constructions aren't built within one afternoon"