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Outdoor map - general question

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

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.

great, thanks.
I really don't see any other way in this setting.

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*

?????????????????????????????TWP Releases | My Workshop

square/rectangular things work fine, but with such simple shapes its almost always quicker to just use the clipping tool.

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

@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!

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
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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

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.

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