Thanks, the main reason is i never did anything serious with Source, maybe one room or two just for fun, but I always thought that Source is so complicated especially using the new entities, shaders, textures, bump mapping etc... really don't know where to start with it right now
it seems its time to move to source.. using modified hl engine with bloom and bump mapping, with increased max_map_nodes limit.. millions of errors, max_map something, didn't know that this would be such pain in the a**. so frustrated right now, and all that work now I have to convert to source.. is it difficult to convert? i have little experience with source...
@ Joeobama and DiscoStu: Really, I would like to move to source when it comes to possibilities, overall look.. but you don't get that feel like when you play one decade+ old game... I mean any mod in goldsrc.. I don't know maybe i'm too used to this great old engine or i'm too lazy to learn more about source...
@Captain Terror: thanks, now the train is used as hiding point from sniper (cause of T balcony you see above the train) and as only passage between two main CT routes. But as you said I need to optimize it much more and delete many entities as possible.. I thought maybe like they did in Condition Zero DS with models, for instance I saw in some big maps they merged almost all map models in one file with same distance proportions according to bsp proportions. Also I'm sure they used for CZ their custom tools because of these really huge maps and environments. I will try these new SHLT or VHLT. For textures I think I streched all textures close to limit when it starts to look ugly (in playable areas) for example all floor textures in playable areas have scale of 3.00 some 3.50 and for surroundings I used 10.00, for buildings around 5.
"If you do a fast VIS compile with no rad, can you play the BSP?" Really I don't know if it is possible yet, first I don't know if there are any leaks I mean everything looks sealed off but you never know.. I only wanted to see it playable and to check for invisible brush faces errors that used to appear when compiled with ZHLT v3.4 tools.
@Daubster, Archie: Thanks, haha not the sort of real pull off but I will try my best... It can be compiled and it can be viewed in BSP editor but you can't play it. I will upload rmf or bsp when as soon as I change some things just to say it is beta or prebeta... Thanks all for replies, I'll keep you posted.
FINALLY I CAN SAY CS_SARAJEVO IS FINISHED Here are some screens (from hammer, possible to compile but can't run from game)
Solids: 3757, Faces: 22483, PointEntities: 86, Entities: 402 (= 488 that is close to engine limitation of 512 but if you add mod's models/sprites it definitely goes over 512 limit
I've put all pieces together and compiled without error but only csg and bsp (even that took a lot of time to process ...hull 0...hull 1,2..) and I thought ok maybe it is possible to pull this off but then when I tried to create server sh*t happens- loading screen disappears and in console there is error "Host_Error: PF_precache_model_I: Model 'randomness/here' failed to precache because the item count is over the 512 limit. blabla.... tried everything; deleted great amount of func_walls, entities cycler_sprite... I don't know if I should give up or...:S anyway I would like to thank everyone for kind words and support! Please, If you have any ideas or tips to share i'll be very grateful. Maybe there is some uber cool compile tool with less limitations that I don't know about.I know that this is engine limitation and I know it can't be modified but if there is any other solution or optimization that can be applied inside of bsp, that would be awesome. Thanks!