Me_map... Created 17 years ago2007-06-27 10:12:46 UTC by Skals Skals

Created 17 years ago2007-06-27 10:12:46 UTC by Skals Skals

Posted 17 years ago2007-06-29 18:20:55 UTC Post #226840
Yes. But batch compiles are tricky for the first timer.
Also... try this:

save first

start > run > tskill *

that'll kill off almost all your runnig processes (even sound so restart after the compile)

uncheck the run map after finished flag and try it out.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-06-29 18:31:01 UTC Post #226841
Oh... yah.

Sorry for the outburst, apparently I had sand in my vagina.
Luke LukeLuke
Posted 17 years ago2007-06-29 18:33:38 UTC Post #226842
Sand? Not centipedes?

I'll compile it if you want. My PC is OK.
Posted 17 years ago2007-06-29 18:44:56 UTC Post #226844
I could compile too if you want. It would take about five or ten minutes for a compile on full settings with my computer, so you could just MSN or AIM me whenever you need.

I really think you should consider toning down that terrain. It just doesn't need to be that detailed, and it's probably gonna come up with a ton of collision and problems when it's done, right along with choppy lighting that cuts off along the edges of the brush - but that's just speculation. I only say those things because they've always been a problem for me, but then again you use a slightly different technique than I, with the uniform triangles.
Posted 17 years ago2007-06-29 18:49:45 UTC Post #226845
Tetsu0, a batch file can be generated with Nem's Batch Compiler. And I don't see how writing one by hand would be complicated anyway.
Posted 17 years ago2007-06-30 01:31:34 UTC Post #226865
I dont know. I tried it before and didnt have a single clue as to how it worked..... i like hitting F9 then enter.

much easier.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-06-30 02:19:45 UTC Post #226867
Right thanx again. just woke up. feel like shit :nervous:
Skals SkalsLevel Designer
Posted 17 years ago2007-06-30 02:47:22 UTC Post #226869
ooooh.. well get well soon and continue mapping!!
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-06-30 04:15:07 UTC Post #226872
Yeah iv done some more:
User posted image
Edit:
User posted image
Skals SkalsLevel Designer
Posted 17 years ago2007-06-30 11:22:27 UTC Post #226904
Right i got some more things done like the sky, and i also done the ct side

an image:
User posted image
This is viewed from the big pipe u seed in my last post.
This is the ct side. still have to get a t side tho. :cyclops:
Skals SkalsLevel Designer
Posted 17 years ago2007-06-30 11:30:29 UTC Post #226906
Yeah. Ghetto. Walking on that terrain is going to be really shaky. Expecially with counterstrike, your crosshair is going to go nuts.
But as mentioned before, you can iron out all the bugs after you're done.
Still looking good. Nice job with the sewer pipes.
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-06-30 11:43:28 UTC Post #226908
thnx. iv done 1 more thing that fixed a well known bad bug :furious:

In some famous maps like dust and dust2 the sky is quite high. if u get too close to the sky witch has another level on the oposit side, you can see the other level or strange stuff. This can be cause by gravity rope hero servers and so on.
User posted image
you see this image?
Well instead of sky texture i used clip, it doesnt let a person trough. its like a brush u can see trough.

i used it on both sides so the player wont get trough to the little roof or the other side. i also made the little roof there and the building so that i wont see a gap in the map or things like that.

This what i done will prevent strange object apearance behind the sky when using low gravity things/ geting close to the sky!
Skals SkalsLevel Designer
Posted 17 years ago2007-06-30 12:17:32 UTC Post #226913
We all know what a clip brush is.
Luke LukeLuke
Posted 17 years ago2007-06-30 12:22:39 UTC Post #226916
Well i thought i should write that especialy to luke :biggrin:
Skals SkalsLevel Designer
Posted 17 years ago2007-07-01 09:11:01 UTC Post #226987
User posted image
Ok. im donewith the ct side and one of the two bomb targets now! but i still need the t side and another bomb target :zonked:
Skals SkalsLevel Designer
Posted 17 years ago2007-07-01 10:00:03 UTC Post #226989
Lookin good, but that crate in the bottom has a lame texture. WAY overused.

Hasta
Posted 17 years ago2007-07-01 10:11:36 UTC Post #226991
I can't refrain myself from asking this question since I see no ingame shots yet. How many times have you compiled the map?
Lighting is too important to leave it as an afterthought. As I make my maps, I constantly compile to see the lighting, which will give me tips as to what will work and what will not, or where should I place a new element if I want a desired shadow somewhere, etc.
Posted 17 years ago2007-07-01 10:40:44 UTC Post #226995
Yeah i know. ill probably re-texture the hl looking ceate!

and how many times i compiled the map? well... none :nuts:
Skals SkalsLevel Designer
Posted 17 years ago2007-07-01 10:42:40 UTC Post #226996
thats not good ghetto.
If you get any problems, its gonna be a major pain to sort them all out
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-01 10:47:43 UTC Post #226999
xD all right! ill compile it now then. just without runing hlvis :biggrin:

Edit: Right i just compiled it xD.

u said ill get LOADS of erors. well i got NOTHING xD xD
u see this method for the river i used witch ppl said was 'unusual'
lets me bend the triangles as high/low i want :P.

ok lets get an image in the game now!
Skals SkalsLevel Designer
Posted 17 years ago2007-07-01 11:04:15 UTC Post #227001
If you get any problems, its gonna be a major pain to sort them all out
u said ill get LOADS of erors
He didn't say that. But most of the times, it's bound to happen, so it's better to compile often.
As for the 'unusual' method, I'd call it 'painful' and 'time consumming' instead :D But at least it's working so far.
Posted 17 years ago2007-07-01 11:22:58 UTC Post #227004
Try running vis, ghetto.

Without a skybox
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-01 11:36:09 UTC Post #227005
R u shure? will that do any good? without the skybox vis will be mutch faster?

Any ways THE FIRST SCREENSHOTS FROM THE GAME!!!!!! :heart: :heart:
User posted image
User posted image
User posted image
User posted image
User posted image
Do u like it? x)
Avbiously as u know, its not complite yet.
This was run without using vis!
Do u see enough shadows? xD
Skals SkalsLevel Designer
Posted 17 years ago2007-07-01 11:50:24 UTC Post #227009
That looks really good ghetto, but when you skybox, you render all the polygons on the outside of the map as well as the inside..

usually shoots down fps and shoots up lag
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-01 11:57:35 UTC Post #227011
jup i know. but as i said. here i only used the sky box, to compile the map faster and also some of the bits of the map are open thats why too :glad:
Skals SkalsLevel Designer
Posted 17 years ago2007-07-01 11:58:52 UTC Post #227012
Lol compile times usually suffer from skyboxes :lol:
But it is looking really good and im interesting to see how this is going to play on a server
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-01 12:05:19 UTC Post #227015
Don't think it looks all that good really...

Terrain is nice, but the surrounding enviroment is repeating and is using boring bland texturing. Judging from the in-game screenshots.
Posted 17 years ago2007-07-01 12:10:06 UTC Post #227017
Maybe it is. But im shure it will look better when i run hlvis. And you say the texturing is booring? well the maps name is de_urbanbend and its 'suposed to be' somwhere in london. abviously u wont see somthing like country side. itll be all 'urbaned'
Skals SkalsLevel Designer
Posted 17 years ago2007-07-01 12:33:39 UTC Post #227019
At least he's not using the ugly ass desert sky
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-01 12:36:25 UTC Post #227021
There's no ambience to it.

Lighting is too bland. If it were my map, I'd make it darker, and add a few spot lights here or there.

Not sure how nice spot lights would look in 1.6, though.

Overall, I just don't think it has any atmosphere.
Luke LukeLuke
Posted 17 years ago2007-07-01 13:52:06 UTC Post #227029
Well i realy gotconfused with the sky because there arent any sky that fit my map in the cstrike folder. The ome for vertigo makes it feel like the river is somwhere in the sky, and the rest cities are dark. and i dont want my map to be dark!

all the others are in snow forest or darkness. this was the only one i thought could fit a BIT :lol: .

and yeah im not gona use the dust sky just because ur a fan of gaara :D
Skals SkalsLevel Designer
Posted 17 years ago2007-07-01 18:39:56 UTC Post #227060
u see this method for the river i used witch ppl said was 'unusual'
lets me bend the triangles as high/low i want :P.
Okay, I just had to call you out on this. Your method isn't unusual at all - it's the same way everyone else makes terrain for Half-Life. It's quite ordinary, actually.

Anyway, I have a suggestion that would probably improve the terrain a whole lot, and reduce the chance of getting any collision problems (they're not really errors BTW, and they don't show up in the compile process. It'll be more like a random invisible wall that shows up.) First, select every single one of the brushes used for the terrain, then open the texture application tool. hold control and deselect all the top faces of the terrain. This way, all the unseen faces are now selected. Now, go and choose the BEVEL texture (you'll have this if you have zhlt.wad loaded) and apply it. This will cover all the unseen faces of the terrain with the texture.

The BEVEL texture, it's quite a handy little thing, especially for terrain. Most of the problems I was talking about earlier stem from little clipping errors. Even though faces that are hidden against brushes are culled out during the compile process, it seems that CSG still counts them, and thus, the clipping for those faces protrude upward a tiny bit, and you end up running into them. You'll notice what I'm talking about in any map where you've done something similar to this:
User posted image
This is a little ramp, as you can clearly see. At the point where the angled brush ends, and new brush begins, there's two vertical faces. These won't be rendered at all, but if you compiled this map and ran up the ramp, you would notice a very subtle jolt as your character jumped up over a tiny protruding wall of sorts. The BEVEL texture takes care of this problem, because it basically tells HLCSG that there is no face there, and thus there is no clipping plane generated for it.

Well, that was more long winded than it needed to be, but you get my point now. Try using this technique, and you'll see how smooth everything is. It actually feels strange how you glide over stuff, because most people are so used to the jerky way you normally hop over ridges.
Posted 17 years ago2007-07-01 20:10:49 UTC Post #227066
so THATS why that happens!??!?!

/me goes to fix all screwed up maps like that.
THANKS SRRY!
Tetsu0 Tetsu0Positive Chaos
Posted 17 years ago2007-07-01 21:17:46 UTC Post #227067
looking great, ghetto. But the lighting is rubbish. Why do you never listen to the comments you get on your current released maps.

lighting that is pointing straight down is rubbish.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-07-01 21:24:52 UTC Post #227068
Yeah dude, I've given you a great tip on the lighting twice now, and even explained it step by step back somewhere, maybe on one of your maps. Go read what I wrote you earlier and the lighting wont look like rubbish!
Posted 17 years ago2007-07-01 21:56:57 UTC Post #227069
Keep in mind that the instructions I gave aren't the end-all solution to this problem, but it helps considerably to do this. You also might want to try the "-cliptype precise" parameter for CSG, but I heard that it can deform brushes, and it's messed up my lighting in the past. Bevel has always seemed much more precise a technique to me, yet it never left beta testing before the final version of ZHLT was released.

P.S.
It's also the same reason that you get stuck on round corners.
Posted 17 years ago2007-07-02 01:43:37 UTC Post #227092
Because. I compiled without hlvis and if i do lightning it will be the fnal touch :furious:
Skals SkalsLevel Designer
Posted 17 years ago2007-07-02 01:47:51 UTC Post #227093
That's what I recommended you not to do. Lighting should never be a final touch. It's a part of the process. It affects not only how it looks, also how it plays. If you leave it for the end, It'll be too late to fix things and get it to look as good as it can.
However, that might not be your intention.
Posted 17 years ago2007-07-02 01:55:09 UTC Post #227095
It's not always crucial to design the map around the lighting, but it can help a lot. You might just want to keep things like the angle of the light in mind while making the brushwork.
Posted 17 years ago2007-07-02 10:36:58 UTC Post #227141
Right... ill do the pitch -40 as u said then :roll:
Skals SkalsLevel Designer
Posted 17 years ago2007-07-02 11:01:10 UTC Post #227147
Fucking hell, srry! The BEVEL texture just cut off 20% of clipnodes/planes in my map with terrain!
Awesome! :o

Ghetto: The architecture's pretty cool, fix up the lighting, add some decent ambience and you'll have yourself a decent map.
Daubster DaubsterVault Dweller
Posted 17 years ago2007-07-02 11:11:28 UTC Post #227150
Ah so i should add the bevel texture just like the hint?

or should the belev texture take up the brush and the texture should take up just the face?

or it doesnt matter?

And any way. what does these hint and bevel realy do? ppl been talking about them slowing some rps speeds or wat eva and i have no clue what they are. some one help?
Skals SkalsLevel Designer
Posted 17 years ago2007-07-03 18:14:32 UTC Post #227279
I just told you what BEVEL does, and it's nothing like HINT. You're supposed to apply the BEVEL texture to interior faces that are not going to be seen or rendered, but will still create clipping planes.

Read my little tutorial again, you obviously missed the purpose of it. It has nothing to do with increasing the FPS.
Posted 17 years ago2007-07-03 18:39:11 UTC Post #227280
Ghetto is too stupid to read anyone's advice. Don't bother.
Luke LukeLuke
Posted 17 years ago2007-07-04 01:54:30 UTC Post #227316
And Luke should stfu :|
ok ill try to add the BEVEL texture as i told me to...
Skals SkalsLevel Designer
Posted 17 years ago2007-07-04 12:00:01 UTC Post #227349
I hope you fixed your lighing. Don't tell me to shut the fuck up when you're the one not taking advice and being a big douche about it.
Luke LukeLuke
Posted 17 years ago2007-07-05 07:41:40 UTC Post #227422
Jup i fixed it. Sorry couldnt hold back from the fuck but :D
User posted image
in this pic, the pitch is -40, i changed it to -35 because i think too mutch shadow there
Skals SkalsLevel Designer
Posted 17 years ago2007-07-05 10:33:57 UTC Post #227438
I expect the map to be finisht by this week!

Ceeeelebration time's comon! Celebration! lol :P
Skals SkalsLevel Designer
Posted 17 years ago2007-07-05 10:47:11 UTC Post #227439
User posted image
Considering all the trouble you've gone through to create the terrain, I think you should work on the edges a bit.
Posted 17 years ago2007-07-05 11:11:49 UTC Post #227440
Maybe i should :
Skals SkalsLevel Designer
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