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Old 03-07-2008, 06:09 PM   #21
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It will rock, if you put some big crates/other objects inside. Empty map = lose. Simple, isnt it?
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Old 03-07-2008, 08:00 PM   #22
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Basic Environment lighting and a few spot lights...



Thumb nails too oh and i aint keeping the water lol
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Old 03-07-2008, 08:02 PM   #23
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Nice job on the thumb nails and it's looking very nice man!
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Old 03-07-2008, 08:06 PM   #24
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Well u'll now have to wait till sunday night for the next update as i cant be bothered any more tonight :P
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Old 03-07-2008, 08:10 PM   #25
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rgr...just keep em coming!
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Old 03-07-2008, 10:37 PM   #26
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Quote:
Originally Posted by dr.flexyjerkov
Is there anything to keep in mind like the r_speeds with HL1.
There's no hard epoly/wpoly guidelines anymore, but there's also more advanced methods of seeing how well your map is running.

For the simplest idea, check out net_graph 1 in the console, to get an fps meter in your bottom right hand corner. For real analysis, type +showbudget in the console (and -showbudget to get rid of it).

Pay attention to which bars are spiking and where and how much. The length of the bar corresponds to the time in milliseconds it's taking for the engine to compute that specific thing. For an explanation of what each one measures, click here

Other helpfull stuff for you will be mat_wireframe 0/1/2/3 and mat_leafvis 0/1 to see what is being rendered when and what leaf you are in at any one time.
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Old 03-09-2008, 09:06 PM   #27
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Looks good. I've got some lighting tips:

On the indoor shot, look at those walls where the sunlight is hitting. If you go into Hammer and turn the luxel size(or lightmap resolution or whatever) of those faces down to 4 or so, those shadows will start lookng sexy. You are going to have to work more on this area because it's still very dim.

On the outdoor part: Those spotlights look way too bright. Any light of reasonable brightness wouldn't be visible in direct sunlight.
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Old 03-09-2008, 09:30 PM   #28
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Quote:
Originally Posted by dr.flexyjerkov
It's always a pain making maps on high end machines or low end machines as you have to get it in the middle and what seems to run smooth for me may run like a bitch for others...

Is there anything to keep in mind like the r_speeds with HL1.
yes there is, it's called +showbudget to show exactly what is being rendered. there's two of em. +showbudget, and +showbudget_texture or just showbudget_texture

it shows exactly what would be running you down. refraction, reflection, textures, etc


mr. happy beat me to it
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Old 03-09-2008, 09:30 PM   #29
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They only look bright because i've yet to assign any sort of lighting inside yet. thats just the lighting from the lights.rad i think?
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Old 03-11-2008, 11:22 PM   #30
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NEWS:

Been working on the map all this evening and finally have a rough idea how the bridge will look. Have a bottomless foggy pit in place and now slowly working on the extra lighting outside. Oh how its looking so pretty now .

Heres a teaser without the bridge...
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Old 03-11-2008, 11:53 PM   #31
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looking good man!
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Old 03-31-2008, 02:07 PM   #32
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Hey flexy any update?
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Old 03-31-2008, 04:50 PM   #33
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tf2_flexibilty2 eh? TRAITOR
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Old 04-07-2008, 05:54 PM   #34
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Sorry i vanished for so long, not had a chance just recently to work on the map though will get back onto it when i can.
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Old 04-07-2008, 06:36 PM   #35
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What's up with the tf2_flexibility? Huh? HUUUH?
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Old 04-07-2008, 09:36 PM   #36
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What's up with the tf2_flexibility? Huh? HUUUH?
< SPANKS ^. Fucker Don't you know this is FF. STFU.


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