yea they are all brushes any very basic at that (i never added proper deatil or textures, only textures are there to tell me whats what (ie windows do have a window texture etc.) i will produce some models, probably with sketchup or (maya if it comes to it, although i lack proficiency with it)
Axel_m3sh wrote:
@Dormant: Hey great work on the buildings but i say it looks like you're gonna run outa brushes soon lol
a good alternative would be Propper, it's simple and easy and I bet you can have extra detail if you get some of those supports for the windows and what not
http://www.obsidianconflict.net/forums/ ... 74&p=51627
Yeah the buildings are almost all world brushes. (im at 67% used at present + 80% brush vertex's used) i am relatively new to hammer so im still experimenting with stuff (i used to map for UDK which is basically the opposite of the basp system). Most stuff will probably be rebuilt entirely before im ready to release anything.
Thanks for pointing that tool out for me. Certainly looks extremely useful for this, as cutting down on brushes should hopefully cut down compile time a bit.
On another note, i need to find a method for greater optimisation of huge outdoor areas (vrad now crashes out once it hits about 1.07gb of ram [yea it does crash, CPU usage suddenly hits 0]). Map runs fine though. It probably fails partly down to a bit of carving i did (although it was only carving cubes through other cubes so not really a problem)
by the way the first map release will definitely be for CS:S, but i will release a general map later. The purpose of this is that i wish to recreate the AB! episode 1 plot. So basically
spawn--->playing field--->hospital---->SSSHQ---->dining hall.
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I am finding difficulties in buiding a night to day system within a small base map i did in order to tie in with episode 1 story which runs through a 24hour cycle. I know its possible (ive seen it done in another map by a guy named Hannibal [ze_lotr_helms_deep is the map]). I imagined doing it by introducing a 'fake' skybox in front of a skyboxt hat i can add and remove via triggers. however, this would mean that lighting would not change and even though a skybox has. But I guess this could be changed via triggers linking to different light_environments and a few other entities to modify lighting, such as env_fog too.
Another issue i expect to come up with that is lighting on props, specifically the stock plants from HL2. Ive seen other try night with these props, but shadow and tone do not change from their daytime appearence (i havent tried this myself yet, so this is more just an expectation that a problem), so i need to work out whether this will be a problem and a solution if so when the time comes.
Ill post this somewhere else as its not really the best place to put it later
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