[map] Apocalypse city ...an objective with timer possible?


(twt_thunder) #61

yes but almost all in map is detail now…
nvm… I will make it again and better…


(acQu) #62

You must have missed the part causing the error, i am sure.

Try this, just for testing: make a backup of the map, load the map in Radiant and press CTRL + I to select all brushes and everything in the map. Now Mateos needs to tell you how ti make it detailed since i forgot the shortcut :slight_smile: Also not sure if CTRL + I will work as a shortcut, what Radiant version do you have ? Then make one giant hollow cube around the map to seal it from void and make it structural. Then compile again. I am sure the error is away then.

I think there is also a shortcut in Radiant to filter detailed and structural brushes, so you can filter out all detailed, look at what is structural. If you see stairs or other stuff still structural, then make it detail brush.


(Mateos) #63

If you change your mind, I can have a look :slight_smile:

Edit: To invert selection (And so select everything when nothing is selected), just press I.

He can also just right click > Make Detail, I think SHIFT + CTRL + D make the selection Structural… or filter them out… Shortcut list is in the menu

Edit 2: CTRL + M (Radiant 1.4.0).


(acQu) #64

Ah ok, ‘I’ i think was select all, ‘CTRL + I’ was invert then ^_°

Then press ‘I’ and make everything detail and make one big hollow cube box around your map, which is structural. Then i am sure it will compile without error.

If that works, you will have to load your backup again and find the piece causing this error. But at least you know the problem is caused by detail vs structural …


(Mateos) #65

For Nordwind 2, to locate where an error was coming from, I made 4 seperated .map files from the original one, so I’ve isolated the area where the error was coming from and I fixed it (With some luck, but fixed it x) ). You may try; and if all 4 compile, check the one which have the most portals :slight_smile:


(twt_thunder) #66

decided to do it a bit otherwize this time.
I will build all buildings and save them as prefabs. that way I can upload them with textures and all on modernetfront for others to use too :slight_smile:
using a bit more time on each house too, even those houses that cant be entered



(twt_thunder) #67

yup, started all over, hope somebody can help me optimize the map when I am done :smiley:
here’s an early sneakpeak:




(acQu) #68

Optimize in what way. -vis? I can help as said. Just shoot the map source, or maybe shoot basic layout, because -vis needs to be thought of in advance, so that it really works. There are maps, if they are badly constructed, where no -vis can ever optimize anything :slight_smile:


(Mateos) #69

Especially when you fix a old map with the goal to not touch the buildings or the terrain >.>

Reminds me of the map Krishan was working on (Hope I spelled it well), and also Magic map… Would like news from them…

[Ontopic] I like the design of the house @ second shot, if you could add an ambient value, the moonlight seems perfect but some corners are too black :slight_smile: Streets seem a bit (too?) large?


(twt_thunder) #70

Trying to think VIS acQu… but its not so easy all the way… but Yeah… got to design the city otherwize to optimize it… the buildings has to Block sight in a better way and I know how…


The red is how its built up today, and the green is how it has to be to be good? right?

EDIT:Actually even a bit more complex than that…but wow how fast VIS goes :slight_smile:

[QUOTE=Mateos;445482]

[Ontopic] I like the design of the house @ second shot, if you could add an ambient value, the moonlight seems perfect but some corners are too black :slight_smile: Streets seem a bit (too?) large?[/QUOTE]
Sure you like the house… more ww2 style :slight_smile:
I grabbed some of the **** in goldrush worldspawn and modified it… turned almost out like the way I wanted it… Might wanna take it Down a bit darker…
And yep you’re probably right about the roads… could be a little smaller but not too much :slight_smile:




(twt_thunder) #71

actually discovered I have to layout the Whole road system first to make Things fit :slight_smile: I mean the road texture… So will be a little while before an update :slight_smile:


(acQu) #72

Yes, green could be something. But my brain already explodes by just watching the pic :wink: I prefer simple L-shapes and different levels of the level. Fueldump for example has huge open space and the level basically cut into two parts. I think i would take a similar approach. If you don’t add too much into each stage it could be good. Use r_speeds to count tris, because if it is really low i wouldn’t even care.


(twt_thunder) #73

Will try for once to keep thing a bit simple…
Most buildings will Reach the skybox just to help the vis. And it seems like working :slight_smile:



(Mateos) #74

Feels like old FPS, such as Duke Nukem 3D or Max Payne, I like it :slight_smile:


(Loffy) #75

yes, I also let some buildings reach the skybox, to divide my maps into different sections (for improved framerate).

It is a smart trick. Keep it up.

Framerate (fps) is more important than anything else, since players (and server admins) will not play on maps with low framerate. it does not matter how beautiful the map is or how great the objectives are, if framerate drops to really low numbers in some areas of the map.


(twt_thunder) #76

[QUOTE=Loffy;445773]yes, I also let some buildings reach the skybox, to divide my maps into different sections (for improved framerate).

It is a smart trick. Keep it up.

Framerate (fps) is more important than anything else, since players (and server admins) will not play on maps with low framerate. it does not matter how beautiful the map is or how great the objectives are, if framerate drops to really low numbers in some areas of the map.[/QUOTE]

I see u use caulck up to the skybox, can you use the skybox texture same way?


(Loffy) #77

Oh, it might be, yes. Test it and use the method that you feel is right for you.


(twt_thunder) #78

Its not easy to keep it too simple… and a city should look like a city, cant do a fueldump approach to this…
well, atleast most of the surroundings are done. Just some minor parts left.







(twt_thunder) #79






Well atleast the map compiles on all stages… uses some time on VIS (5-6 min) But thats ok
So I Guess its time to go harder in and Select out the detail brushes :slight_smile:
And then add script and cp and objective…closing in at last…


(Mateos) #80

Yeah, make detail all the little stuff, and you should down the VIS time to few seconds :slight_smile:

Maybe, depending on the size of the map, also alter _blocksize?