et player size


(stealth6) #21

that was the tut :stuck_out_tongue:

and now of course the brushes don’t all have to be structural hehe, but it’s just easier to keep drawing brushes then taking the time to make em detail.


(Blowfish) #22

Keep mapping Stealth :). If you, Ganjaman, Sylar and me continue like this, we can have servers with only home made maps :D.


(Avoc) #23

[QUOTE=stealth6;199551]that was the tut :stuck_out_tongue:

and now of course the brushes don’t all have to be structural hehe, but it’s just easier to keep drawing brushes then taking the time to make em detail.[/QUOTE]

its not really that hard if you just make the brushes that need to be detail into detail when you create them.


(stealth6) #24

well i am just lazy hehe, i like to take it in steps:
-basic layout
-texture + optimize
-entities
-details

and I was on the basic layout so far.

Anyway I can clarify that I had too many structural brushes, I changed alot to detail leaving only the main structure in structural brushes (like it’s suposed to be) and now the map compiles int around 30 seconds instead of 5 minutes haha :smiley:

EDIT: lol found a wierd glitch that has to do with the player size, I was trying to make a space that you just fit into when you spawn and i put a spawnpoint in the middle, but then when you spawn your head is sticking into the roof! but if you crouched you fell down into the space… ??! Anyway I was experimenting with it and I put the spawn point 8 units into the floor (func_detail) and now when you spawn it’s perfect…

also when you spawn at an angle you are slightly fatter :smiley:


(stealth6) #25

how do you count tris?
I know you can turn on tris with r_showtris 1 and 2, but often people are like hmm got a high tris count…
where do you see that? Also read somewhere that higher than 30k is very bad, but where did they get those numbers from?


(Qualmi) #26

command is r_speeds 1. the tris count is within there.

also you might use i + make detail + make skyboxes structural. much more handy to turn things detail this way. when your map is done you can begin to work on vis. defining structurals and details before your whole map is not finished is senseless, as long as things might change. when you are 100% sure of the layout you can add structos, but better add them lateron.


(Qualmi) #27

command is r_speeds 1. the tris count is within there.

also you might use i + make detail + make skyboxes structural. much more handy to turn things detail this way. when your map is done you can begin to work on vis. defining structurals and details before your whole map is not finished is senseless, as long as things might change. when you are 100% sure of the layout you can add structos, but better add them lateron.