It is currently Fri May 31, 2024 5:53 am


DonPunch wrote:don't be grid snobs...
Game play, performance, and the players perspective is all that matters, period.
If you don't want to know how sausage is made, stay out of the kitchen.

DonPunch wrote:don't be grid snobs...
Game play, performance, and the players perspective is all that matters, period.
If you don't want to know how sausage is made, stay out of the kitchen.


Xyos212 wrote:I dont understand why your delving into my map nitpicking its construction.

Xyos212 wrote:That small optimization makes no difference on the modern machines of today...we are not mapping for...users running a Geforce 6800.


Major Banter wrote:Xyos212 wrote:I dont understand why your delving into my map nitpicking its construction.
Well, we have a right to criticise - just as much as you have a right to ignore that criticism!
I'd have to disagree with a number of your statements personally, but that's my opinion. The things that can be done with brushwork alone blow my mind sometimes, and de_investment is one of the finest examples of that I know.





srredfire wrote:For what it's worth, I liked your map. The only real things I could say that were wrong with it are:
- Some odd collisions on some of the models, namely the rocks outside near the cliff area.
- A few instances of overlapping models or brushes
- Minor FPS drop outside with all the grass
Other than that I thought it was a very nice looking map. I didn't get to play with a large group so I'm not sure what gameplay would be like on a full server, but regardless I enjoyed it.
Look I'm the nice guy for once!

I dont understand why your delving into my map nitpicking its construction.
This is a map that has never been done in source. Almost 100% models. Its construction is not going to be similar to a Brushwork based map.

Hollow wrote:I dont understand why your delving into my map nitpicking its construction.
The majority of people here are designers/mappers so it's only natural for us to 'nitpick'.This is a map that has never been done in source. Almost 100% models. Its construction is not going to be similar to a Brushwork based map.
I don't really agree with it not being attempted in Source. Also your comments on func_viscluster are a little skewed. func_viscluster just tells an area of visleafs they can see each other, and skips calculating each individual one inside that volume, what it doesn't do is reduce the number of leafs, so in effect you aren't optimising anything, you're just telling the compiler to bunch them together, that's why its fast.
Source is not designed at all to handle huge expansive environments like UE3 or CryEngine which primarily uses proper model instancing (not the same as vmf instancing fyi) and can stream it's environments, generating PVS based on meshes and not BSP brushes (something not supported in vanilla Source). It's an entirely different beast and going from UDK to Source and adopting the same workflow is pretty backwards, so you need to have a solid understanding of Brush-based workflow if you're going to map in a brush-based engine...even if it's 90% models.



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