Hl2 mapping Created 19 years ago2005-08-28 08:04:32 UTC by pepper pepper

Created 19 years ago2005-08-28 08:04:32 UTC by pepper pepper

Posted 19 years ago2005-08-28 08:04:32 UTC Post #130433
I need some serious help with this, im trying to get back into source mapping again, but there are a few things i never got around. One of these things are the details. In cs:s and hl2 maps you see a awfull lot of detail, some model and some brushwork. But i cant get my head around of what i should model and what i should do with brushwork.

Any tips / articles i should read on this subject?
Posted 19 years ago2005-08-28 10:18:44 UTC Post #130455
It appears to be a balance between rendering speed in the game and how much time you want to take to do models.

According to the Valve community you can put tens of thousands of prop_details in your map and thousands of prop_statics.

Certainly if you're going to have multiple occurrences of the same detailed object in your map, you'd want to model it.

If you want to have the same object in different sizes (rocks, etc.) you have to decide between the time to make a model for each size vs. what affect on speed a brush object would have.
Posted 19 years ago2005-08-28 12:05:35 UTC Post #130491
Never use prop_details!
They go nuts!
Use prop_static, they always work, look out for their faiding scale though, if it is wrong, they will not show up in game
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-08-28 12:23:11 UTC Post #130495
what is the point of prop_detail?

I'd model it pepper if you want. Lower R speeds I guess (I think :/)
Posted 19 years ago2005-08-28 14:04:12 UTC Post #130512
what is the point of prop_detail?
Uh.. did you take a look at the Valve Community link? :roll:
Posted 19 years ago2005-08-28 14:05:59 UTC Post #130513
Thanks, that wiki seems extremely usefull.
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