CS:GO de_altitude (name pending)

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CS:GO de_altitude (name pending)

Postby Smurftyours on Sat Mar 17, 2012 9:51 pm

Thanks to the 747 guy I was inspired to do something I always wanted to do with a map. Ever since long ago I wanted to make a map in a condensed moving object to bring an ultimate CQB experience. So without further hesitation, here is some progress work of the current content and and theme of the map.

Fuselage and outside shape
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Cabin cross section
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On board conference room
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Interior shot for perspective
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Progress should speed up now that I am getting settled on and outline and don't have to keep re-sizing the aircraft.
More content and completed layout soon to come!
jangalomph wrote:Wise words from a wise man. ^
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Re: CS:GO de_altitude (name pending)

Postby Pwnd_Ja on Sat Mar 17, 2012 10:41 pm

Gracing thread with my presence.

Looks good so far. A bit too WIP to give any crits. Keep at it bro, and don't forget to add that giant penis I was talking about adding to those other 6-10 maps that were really just one map you kept having fun with.
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Re: CS:GO de_altitude (name pending)

Postby Saxon on Sat Mar 17, 2012 10:43 pm

Structure seems fine, but do you really need to render anything externally? You could probably get away with just doing the wings in the skybox and nothing else :P
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Re: CS:GO de_altitude (name pending)

Postby Fuzyhead on Sat Mar 17, 2012 11:01 pm

For true saxon, and you should make the outsidea area moving, not the plane itself. But I think you already thought about that.
Looks good so far, keep it up.
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Re: CS:GO de_altitude (name pending)

Postby Smurftyours on Sat Mar 17, 2012 11:27 pm

Yes physically the plane is static and the environment scrolling. The outside is necessary to render due to the fact the players will be able to be sucked out of or jump out of doors that can be removed via levers or explosives.
jangalomph wrote:Wise words from a wise man. ^
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Re: CS:GO de_altitude (name pending)

Postby srredfire on Sat Mar 17, 2012 11:49 pm

Make sure you can get sucked into the turbines.
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Re: CS:GO de_altitude (name pending)

Postby source-maps on Sun Mar 18, 2012 2:22 am

srredfire wrote:Make sure you can get sucked into the turbines.


wouldn't be very healthy for the plane ^^
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Re: CS:GO de_altitude (name pending)

Postby Fulcrum on Sun Mar 18, 2012 11:53 am

Add those little floor emergency lights

EDIT: and a ragdolled air mask for every seat :)
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Re: CS:GO de_altitude (name pending)

Postby skoften on Sun Mar 18, 2012 1:55 pm

The window frames are too thick.
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Re: CS:GO de_altitude (name pending)

Postby Stormy on Sun Mar 18, 2012 7:56 pm

Fulcrum wrote:Add those little floor emergency lights

EDIT: and a ragdolled air mask for every seat :)


This would be cool. At least an animated one that pops down when you shoot it, and maybe just on a couple of seats, not all of them. You could make it pretty lowpoly and have it disintegrate when shot to optimize a little.
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Re: CS:GO de_altitude (name pending)

Postby Smurftyours on Wed Mar 21, 2012 1:07 am

Well this map is about to be dead in water unless anyone has any ideas how to beat hammers max vertices per edge lingo. I already tried breaking the brushes up via cuts and putting them into different func_details, but the error still follows. The only way I have gotten it to work is with disconnected sections and even then there is some sketchy missing areas on brushes if I put too many windows in a row. Does anybody have any idea or any suggestions on how to beat this?

And I mean really, the map isn't able to be compiled and rolls back unless the error is fixed. :|
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Re: CS:GO de_altitude (name pending)

Postby Dives on Wed Mar 21, 2012 2:51 am

What the exact error? Searching "max vertices per edge" yields no results.
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Re: CS:GO de_altitude (name pending)

Postby Smurftyours on Wed Mar 21, 2012 4:13 am

FixTjuncs...
Edge with too many vertices due to t-junctions. Max 512 verts along an edge!

Edit: just read on a forum that there is a bypass to the compile process that does this. Gonna try the advanced compile commands, may or may not get me anywhere. Nothing. :|
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Re: CS:GO de_altitude (name pending)

Postby Dives on Wed Mar 21, 2012 4:48 am

Perhaps a face is getting split too many times by world brushes. More func_details maybe? If I was making that, I'd have the plane and everything in it be a func_detail. It'd be pretty hard to control visibility anyway.

And if that doesn't work, adding -notjunc to to vvis might fix that, but it will give you visible seams in dark areas.
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Re: CS:GO de_altitude (name pending)

Postby Smurftyours on Wed Mar 21, 2012 4:52 am

Well I did find a workaround, but I'm not certain its the best. Currently I am using func_brushes for the offending windows which are creating the whorefest of vertices on the brushes. As for using func_details, they originally were, but that didn't stop anything. May try -notjunc, but only if there is a highly noticeable impact on lighting due to the func_brushes.
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