Need help with hints, wpoly reduction Created 18 years ago2005-09-06 20:41:32 UTC by dleemiller dleemiller

Created 18 years ago2005-09-06 20:41:32 UTC by dleemiller dleemiller

Posted 18 years ago2005-09-06 20:41:32 UTC Post #132848
hi everyone. you guys seem pretty knowledgeable about mapping so I was hoping you could help me out with my problem. I'm building a map that's supposed to be a somewhat historically accurate map of auschwitz. The only problem is that I am left to deal with very open areas. Here is a overview of what the map looks like. Each numbered area is a barracks building.
User posted image
Dimensions: 5670 X 3900

Now I don't need to deal too much with the tops of buildings. Would connecting the tops of the buildings to sky brushes keep the whole map from being drawn at every point. Or can someone suggest how to place hint brushes? Any feedback would be much appreciated.
Posted 18 years ago2005-09-06 21:03:47 UTC Post #132849
Before you hint, apply the null texture wherever possible. That means anywhere that players cant see in game. You might want to play the map a bit and make a note of what surfaces you cannot see. Cant see it? Null it. ;)
Posted 18 years ago2005-09-06 21:20:23 UTC Post #132852
i tried that but to no avail. :
...and at this point i pretty much only have basic undecorated buildings, roads and curbs built.
User posted image
Posted 18 years ago2005-09-06 22:13:20 UTC Post #132855
These cool counter-strike maps got lots of buildings maybe you can get some insperation from them! :tired:
Posted 18 years ago2005-09-06 23:03:32 UTC Post #132857
de_vine looks really cool...if only it included a .map or .rmf file so i could see how they kept thier speeds down.
Posted 18 years ago2005-09-06 23:16:32 UTC Post #132858
Cool there is going to be a de_vine2! Maybe ask him on his site! :glad:
Posted 18 years ago2005-09-07 00:21:56 UTC Post #132859
Try scaling the textures up a bit. Less polys.
Posted 18 years ago2005-09-07 00:26:32 UTC Post #132861
: i want to save that for a last resort. i'm not sure the brick would look right at X2
Posted 18 years ago2005-09-07 00:37:32 UTC Post #132862
There's not much else you can do unless you func_wall everything, and even then...

HL1 engine isn't suited for outdoors, tbh. It's sad, but you might be forced to live with the R's or switch to a smaller map.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2005-09-07 00:45:51 UTC Post #132864
then at least try x1.5.. Trust me - scaling WORKS!
Read the tutorial on hint brushes if that and null textures don't work...

You can also alter the layout a bit... Heres what I did:
User posted image
As you see, I just moved the barracks to block the open areas and placed some more crates in the areas that cannot be blocked. Such layout makes the map more interesting and makes the r_speeds lower... Just experiment with the layout... :)
Daubster DaubsterVault Dweller
Posted 18 years ago2005-09-07 11:15:09 UTC Post #132970
it might be an idea to save that map idea till u own a copy of HL2 and make it for CS:S.
Posted 18 years ago2005-09-07 11:26:49 UTC Post #132975
If you have to scale the brick texture to 2x, then it might be worth it to use wally and make a texture that looks right at that scale. Or you could create a larger texture that covers more space (not sure if that reduces polys though).
Posted 18 years ago2005-09-07 16:15:02 UTC Post #133036
Hinting won't help a lot here since you have a lot of area's that have free line of sight to a lot of buildings/space/faces.
Changing the layout is your best option. CS maps go best with a path-based layout anyway. Exactly reconstructing real-life environments hardly ever gives you a good playable map, both performance-wire and gameplay-wise. And, as has been said above, it's often less interesting than a 'levelized' environment.

You might find David Johnstons articles interesting, like Common sense vs level design and The making of: dust.
Posted 18 years ago2005-09-07 21:37:17 UTC Post #133085
I agree with the layout change, it would be the best way to fix problems.
Posted 18 years ago2005-09-08 23:28:23 UTC Post #133356
thanks for the replies. i'm going to mess with the layout a little and see what i can get away with.
Posted 18 years ago2005-09-09 05:35:58 UTC Post #133383
One option to implement what Captain P was saying, would be to use murals--textured brush(es) instead of the buildings--on either end, which would look exactly like the North/south portions of the camp.

One way to achieve this would be to 'snap' a picture--f5-- for each 'row,' then make a custom texture from the shots, and finally, apply them to a single brush face, one for each row.

Just adjust the accessible portion of the map to/from the 'murals' accordingly, and it will be hard to tell they're not real.

Also you'll have to find creative ways of cordoning the inaccesible areas with vehicles, rubbish, etc.

Hope Helps.
Posted 18 years ago2005-09-09 08:28:34 UTC Post #133419
Agreed with rowleybob. Mapping is all full of player-fooling. Many paths, that the player would want to take, to explore the map further are always blocked by something... :)
Daubster DaubsterVault Dweller
Posted 18 years ago2005-09-09 09:12:19 UTC Post #133439
Sometimes area's have acceptable poly counts exept from one point of view. Instead of tuning the area down, you can also restrict the player from getting to that point. I believe it was Mr. Ben who wrote about that trick and I haven't seen it mentioned a lot around.
Posted 18 years ago2005-09-13 19:50:04 UTC Post #134524
great comments so far guys, the wpolys are very reasonable throughout most of the map now, but there are still a few areas i need some advice on. here is a pic of how i adjusted the map. in the upper right corner is where i get the most trouble. the 2 yellow spots around it is where i put some temporary walls to see if it would fix the problem.
User posted image
here is an in-game picture of the corner that i have secluded. note that the walls to not connect to the sky, but they are pretty tall.
User posted image
as you can see, the walls did nothing to shelter vis from drawing the rest of the map. any ideas why?
Posted 18 years ago2005-09-14 01:32:34 UTC Post #134540
Tap "gl_wireframe 2" into the console, and you can see whether the wpoly count is being nudged up by the wall, or by stuff being drawn behind it.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-09-14 09:19:26 UTC Post #134610
k here you go. as you can see it draws everything...
User posted image
but if i move just a tad forward, the ground behind the wall disappears.
User posted image
Posted 18 years ago2005-09-14 09:29:48 UTC Post #134618
Well I'd use hint brushes, but you could make some extra walls in the problem areas to block them. :)
Daubster DaubsterVault Dweller
Posted 18 years ago2005-09-14 20:28:09 UTC Post #134770
no, that huge thing right in the picture IS a wall, but it hasn't done anything to stop vis from drawing the rest of the map behind it.... :
Posted 18 years ago2005-09-15 02:51:37 UTC Post #134780
Probably too low. Try building an invisible extension on top of it, all the way up to the sky brush.
Seventh-Monkey Seventh-MonkeyPretty nifty
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