03-08-2008, 08:15 PM | #21 |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
Class/Position: Med / Solly Gametype: PAYLOAD Affiliations: DET- Posts Rated Helpful 19 Times
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*waits*
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(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard |
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03-22-2008, 05:45 AM | #22 |
Community Member
Server Owner
Beta Tester Forum Moderator Join Date: Mar 2007
Location: Hawthorne, California
Class/Position: Soldier/Spy/Scout Gametype: AvD Affiliations: :e0:Eternal Order Leader Posts Rated Helpful 12 Times
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waits more
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03-22-2008, 10:31 AM | #23 |
D&A Member
Join Date: Mar 2007
Location: Europe
Posts Rated Helpful 1 Times
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Patience people, he is still moving!
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03-22-2008, 06:16 PM | #24 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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Lol takes a month to move!?
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03-25-2008, 11:42 AM | #25 |
Join Date: Sep 2007
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Hi!
First of all, im sorry for the delay of this map, been real busy since the last time i checked these forums. Im currently stuck trying to solve a few issues. The fps is still very low when you fly around bouth bases, this is first and foremost becouse of the giant skybox that basicly surround this whole environment. This is for me a hopeless case since i cant really remove it, that would just ruin the whole concept of this map. Is it really okay to release a map with fps drops down to 30 at some points? My second issue is the geometry.. seems like i cant run a full compile with normal VIS since i got "cluster portals" sawing into eachother that i cant seem to locate, not even when i run glview. I admit that I put this map together in an instant, so I've had alot of tweaking work lately because of this carelessness. "When / if" i manage to locate these, i will be a whole lot closer to release this map. :) |
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03-25-2008, 12:03 PM | #26 |
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Join Date: Mar 2007
Location: Europe
Posts Rated Helpful 1 Times
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You need to become aquainted with my good friend func_detail!
Tie all complex brush-based geometry to func_detail, whilst having simple brushes behind to prevent leaks and players seeing more than they should. The "first" issue (bad fps) is more than likely caused by your second issue. |
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03-25-2008, 02:46 PM | #27 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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span, take a look at my results of using func_occluders http://www.fortress-forever.com/foru...ad.php?t=15088.
Very effective to block models from being drawn. Maybe you should put a func_occluder between the bases. It would block all view of any kind of model when you watch from one side to the other, but maybe its worth it. And area portals should be perfect for your map, if you can figure out how to use them. I still have to figure out a proper way to use them myself, so no help there. Oh yea, the skybox. Make it a thin corridor between the bases. Block access from the sides and back. Noone goes there anyway. If the skybox is more narrow I think it's ok to have it quite high. Last edited by Lt Llama; 03-25-2008 at 02:57 PM. |
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03-26-2008, 12:26 PM | #28 |
Join Date: Sep 2007
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The idea about binding geometry is great, i've tried it before and it works, BUT... binding geometry like that feels very wrong since you basicly just "hide" the issues. However, I will use this method to get passed the cluster problem.
Is there any way to show only a few choosen models through these func_occluders, or do they block all sight of models no matter what? |
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03-26-2008, 01:01 PM | #29 |
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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They hide all models, but its quite dynamic and not so intrusive as one might think. Test and add one and see what you think. Or you can and func_occluders in selected areas. Just make a brush with nodraw and the trigger texture on the sides you want LOS be occluded from.
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