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Old 05-18-2008, 07:05 PM   #21
Crazycarl
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Quote:
Originally Posted by Sh4x
Just for the record, ff_dropdown only uses the "Z clip plane" or something like that (cant remember the exact name) which is a property of the fog. So let's say I put the fog to end at 5000, then I put the clip plane right after that so it clips everything that you can't see anyways. I had to use fog cause the front of the base is so wide open and you can see deep into it even from far away.

ff_aardvark uses the areaportals tho.
Ah. I wondered, and never took the time to find out for sure.
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Old 05-18-2008, 08:57 PM   #22
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do NOT use fog, it ruins the spy's cloak
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Old 05-18-2008, 10:14 PM   #23
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Quote:
Originally Posted by greenday5494
do NOT use fog, it ruins the spy's cloak
or maybe the spy should learn to disguise only until outside of the fog
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Old 05-19-2008, 05:51 PM   #24
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The fog goes through the whole map. There is no outside of the fog.
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Old 05-19-2008, 06:06 PM   #25
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Quote:
How to optimize maps with big open spaces?
Make the big open spaces smaller and more closed.
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Old 05-19-2008, 07:41 PM   #26
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Quote:
Originally Posted by Da Spadger
Make the big open spaces smaller and more closed.
Good point, and it's something you always need to think about when designing a map. Actually, making spaces enclosed is not as important as setting limits on visibility from the start, and designing around your vis-blocking features. Go ahead and make a big area if you are ok with whatever's going to be rendered there.

I've seen people on mapping forums ask for optimization help, and sometimes there was literally nothing I could do for them, because they insisted on putting in windows and doors that leave the entire map open to rendering. They started thinking about optimization far too late.

I've wanted to write a tutorial about designing for optimization, because most guides ignore the issue. They start with a finished map and then talk about hints and areaportals. They assume that you've taken steps to limit visibility, but no newbie knows how to do this.
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Old 05-19-2008, 11:11 PM   #27
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I agree so much that I could've written what he said word for word lol.

I offered to help someone too but once I had the vmf decided I couldnt cause the map was made in such a way it couldnt simply be optimised.

So what I had to do was remake part of the map just to prove him that you have to build the map with optimisation in mind. NOT build the map then say "Oh now it needs optimisation".

One problem, if the person cant optimise it themselves then they aren't gonna know how to make the map in the right way in the first place...Theres so much to learn but no CLEAR (easy to understand) tutorials explaining it ALL. We/someone (lol) REALLY should make a tutorial.

This post basically said the same as carl.. I'm riding with ya bro

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Old 05-20-2008, 10:15 PM   #28
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There are a lot of tutorial out there for HL2DM / other mods, no need to rewrite.
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Old 05-21-2008, 08:48 AM   #29
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I'd love to hear how ff_pigskin was optimized, and why ff_waterpolo fails it - especially since pigskin has a bigger open area than waterpolo.
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Old 05-21-2008, 04:04 PM   #30
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I'd love to hear how ff_pigskin was optimized, and why ff_waterpolo fails it - especially since pigskin has a bigger open area than waterpolo.
No water.
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Old 05-21-2008, 07:35 PM   #31
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lol
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Old 05-21-2008, 07:53 PM   #32
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so yeah...can someone point me in the right direction for learning optimization.

I read this tut and am still very confused.

My problem is that my map is talking WAY to long to compile (like 12+ hrs)...some of that is my crappy computer, but it still shouldn't take vis that long.

I have a lot of func_details and that's all working well, but I think that I need to be using hint brushes. Only when it comes to that I am a complete newb. Is there any tutorial that can tell me exactly how the brushes work and like general rules for where to place them etc?
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Old 05-21-2008, 09:41 PM   #33
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There are plenty of tutorials on hint brushes everywhere. A google search will get you there. Here's one for you: http://www.fpsbanana.com/tuts/5149

Another one: http://sdknuts.net/tutorials/wiseHINT.asp
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Old 05-21-2008, 10:31 PM   #34
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If you want to make an optimized map, go over the basics written here before you start.
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Old 05-22-2008, 12:10 AM   #35
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that's what I'm talking about Blis! That's perfect, I only read about half of it now, but I will finish it tonight for sure.
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