Ok, more questions -.-

TMB

Banned
Jun 7, 2015
821
323
1. The 3D Skybox i should make it when i finish the map right?
2. What should be the best distance betwen skybox and playable area? (I mean decoration space)
3. I downloaded much custom props/textures/skyboxs... how i know what of this things i put in my map, you know, for credit and that...
4. Cubemaps, should i put it in the map, right?
5. Its possible put and overlay in a spawn door?
6. Why this happend? (See the image)
7. Snowycoast have a lot of missing content... (See the image)
8. If i downloaded a custom texture, and i put it in my map and i pack it... i should change the folder of the texture for a folder where are all custom textures i used in map?
9. My map Ixem is getting better, right? (This question its not opcional, you have 3 seconds to respond me...)

Thats all... i hope...

Extra Question:
What looks like corn-cake?
 
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Yrr

An Actual Deer
aa
Sep 20, 2015
1,308
2,743
1. You can make it whenever you want but yes, people usually make it last
2. The 3D skybox is 16x smaller than the playable area, you can make a copy of the map edges and scale them down to figure out where to put the skybox stuff
3. You probably should have noted those down as you downloaded / used them
4. You should put cubemaps everywhere that the reflection is going to be significantly different (since the reflections shown in weapons will be the nearest cubemap)
5. ? You may need to be more specific on this question
6. Check your spawns are enabled and slightly above the ground
7. It's decompiled from a packed map, you don't have the content the map used and it doesn't ship with the game so you can't see it. You'd need to download the snowycoast assets for that.
8. It's definitely got better since I last saw it!
 

TMB

Banned
Jun 7, 2015
821
323
1. You can make it whenever you want but yes, people usually make it last
2. The 3D skybox is 16x smaller than the playable area, you can make a copy of the map edges and scale them down to figure out where to put the skybox stuff
3. You probably should have noted those down as you downloaded / used them
4. You should put cubemaps everywhere that the reflection is going to be significantly different (since the reflections shown in weapons will be the nearest cubemap)
5. ? You may need to be more specific on this question
6. Check your spawns are enabled and slightly above the ground
7. It's decompiled from a packed map, you don't have the content the map used and it doesn't ship with the game so you can't see it. You'd need to download the snowycoast assets for that.
8. It's definitely got better since I last saw it!
note i added a new question so, the 8, sorry and btw you didnt understan me in the 2 question, 7, i know that but, where? And the 5, you know, a spawn door, if i can put and overlay and when opens the door the overlay moves with the door, 6, yes, all the players spawn are good, i dont know why happends that...
 
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Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
1. It's pretty quick to make, no need to wait forever to put it in, nor is there harm in putting one in an alpha.
2. Depends on the theming/detail you want to incorporate. Here is a perfect place to look at Valve maps to see how they do it.
3. Check the download page of each custom resource for how to credit the author. Some creators want partial credit for the map, others simply would like you to mention their prop in the map description on the site.
4. Yes, cubemaps should go in pretty early, especially if you have reflective surfaces/water. I'm no expert on the topic, though.
5. You cannot put overlays on props, you would have to have a custom resource packed into your map.
6. I don't think you've spawned in enough bots to fill in all of the spaces? And players spawned at the beginning of a round are usually grouped close together.
7. Valve has recently decided not to include custom resources from community-created maps in the game files. As such, if you want those errors to not appear, you have to track down the custom resources used and add them to your own game files.
8. There are certainly some dramatic improvements. I don't want to go into the whole discussion about feedback again.

Extra Question: Fiberglass insulation.
 

TMB

Banned
Jun 7, 2015
821
323
1. It's pretty quick to make, no need to wait forever to put it in, nor is there harm in putting one in an alpha.
2. Depends on the theming/detail you want to incorporate. Here is a perfect place to look at Valve maps to see how they do it.
3. Check the download page of each custom resource for how to credit the author. Some creators want partial credit for the map, others simply would like you to mention their prop in the map description on the site.
4. Yes, cubemaps should go in pretty early, especially if you have reflective surfaces/water. I'm no expert on the topic, though.
5. You cannot put overlays on props, you would have to have a custom resource packed into your map.
6. I don't think you've spawned in enough bots to fill in all of the spaces? And players spawned at the beginning of a round are usually grouped close together.
7. Valve has recently decided not to include custom resources from community-created maps in the game files. As such, if you want those errors to not appear, you have to track down the custom resources used and add them to your own game files.
8. There are certainly some dramatic improvements. I don't want to go into the whole discussion about feedback again.

Extra Question: Fiberglass insulation.
Bad, the extra question is bad, bad luck :/
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
Bad, the extra question is bad, bad luck :/

Hey, if I don't think your face looks like corn cake, how else am I supposed to respond?
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Just some additions to the things said above:

1. The 3D skybox is usually made last because it doesn't affect gameplay, similar to how detailing is done after the layout.
2. Make enough space outside the playable area to use props, since most of them don't have a small 1/16 scale version for 3D skyboxes. After you decorate, then you can decide where the skybox walls should be.
6. I think spawn points are used in the order you make them, so if you made the ones on the left first, then players will fill those spaces first.
8. After you pack custom textures, it doesn't matter where you put them, because the map doesn't need to load them from a folder anymore. (Did I understand that question right?)
9. Ixem definitely looks better in the screenshots, but I haven't played it yet so I can't say anything more.
 

TMB

Banned
Jun 7, 2015
821
323
Just some additions to the things said above:

1. The 3D skybox is usually made last because it doesn't affect gameplay, similar to how detailing is done after the layout.
2. Make enough space outside the playable area to use props, since most of them don't have a small 1/16 scale version for 3D skyboxes. After you decorate, then you can decide where the skybox walls should be.
6. I think spawn points are used in the order you make them, so if you made the ones on the left first, then players will fill those spaces first.
8. After you pack custom textures, it doesn't matter where you put them, because the map doesn't need to load them from a folder anymore. (Did I understand that question right?)
9. Ixem definitely looks better in the screenshots, but I haven't played it yet so I can't say anything more.
Ok, btw, you didnt get hte 2 question too, my english is bad for explain it better and the 8 question, so you mean that doesn matter where i put the custom textures cause they wont save in the people folder, only the map?
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
What?

Here is the answer btw: https://vine.co/v/ei3jwMOnzhd

Just trying to stay spontaneous. You would've expected me to say "your face," right?

And back on topic. There's some good advice on here, and I'm certainly learning myself, so thanks all.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Yes, that's correct: packing custom textures means that they will be added to the map, and nobody needs to download anything else to see them.

Unfortunately I don't know how else to read question 2, so maybe it would be easier for you to look at the vmf files of Valve maps and see what they did?
 

TMB

Banned
Jun 7, 2015
821
323
Yes, that's correct: packing custom textures means that they will be added to the map, and nobody needs to download anything else to see them.

Unfortunately I don't know how else to read question 2, so maybe it would be easier for you to look at the vmf files of Valve maps and see what they did?
Ok, cause my english is bad im going to draw it in flash...
 
J

jackal

So you want the size of the orange area? It is your choice. But too close, it will be obvious, and too far, there will be too much wasted space. Try to hide the line where orange space meets skybox, using props or the terrain.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
If you mean the orange space: that's how I understood it, but maybe I can word this better:

There is no single "best" distance, it will be different for every map because it depends on how much decoration you want outside the playable space. Maybe start with 512 units, decorate the area how you want, and add more space if you need it. The goal is to make just enough space to use all the props and detailed brushes you want - beyond that, the 3D skybox should be used.
 

TMB

Banned
Jun 7, 2015
821
323
If you mean the orange space: that's how I understood it, but maybe I can word this better:

There is no single "best" distance, it will be different for every map because it depends on how much decoration you want outside the playable space. Maybe start with 512 units, decorate the area how you want, and add more space if you need it. The goal is to make just enough space to use all the props and detailed brushes you want - beyond that, the 3D skybox should be used.
ok, thanks...
 

TMB

Banned
Jun 7, 2015
821
323
Ok, new question (before i make a new thread...), why this looks bad? i think that have to see with water_lod_control...
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
Ok, new question (before i make a new thread...), why this looks bad? i think that have to see with water_lod_control...
You are correct on that. What's happening in your pictures is when you are close, the water is "expensive", meaning it looks very good, but it will take more computer power to handle. When you get far away from it, it will transition to "cheap" water. Cheap water looks worse, but it's very easy on performance. Good optimization in a map will mean that when you are far away from the water, it's cheap because you won't even be close enough to see the details. So you will need to create a water_lod_control and change the values of how far away you have to be in order for it to transition from expensive to cheap water.
 

TMB

Banned
Jun 7, 2015
821
323
You are correct on that. What's happening in your pictures is when you are close, the water is "expensive", meaning it looks very good, but it will take more computer power to handle. When you get far away from it, it will transition to "cheap" water. Cheap water looks worse, but it's very easy on performance. Good optimization in a map will mean that when you are far away from the water, it's cheap because you won't even be close enough to see the details. So you will need to create a water_lod_control and change the values of how far away you have to be in order for it to transition from expensive to cheap water.
i have a water lod control, with 500 and 800 values...
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
i have a water lod control, with 500 and 800 values...
That means if you are between 500 units away and 800 units away, it will be half way between expensive and cheap water. When you get to 800 units away or more, then it will be fully cheap water. That's pretty close to the water in my opinion. So what you need to do is increase those values, maybe try 1200 and 1400. It really depends honestly, so do multiple compiles with different values and keep the values that work for you.
 

TMB

Banned
Jun 7, 2015
821
323
That means if you are between 500 units away and 800 units away, it will be half way between expensive and cheap water. When you get to 800 units away or more, then it will be fully cheap water. That's pretty close to the water in my opinion. So what you need to do is increase those values, maybe try 1200 and 1400. It really depends honestly, so do multiple compiles with different values and keep the values that work for you.
i just cant put 9999 and 9999?