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CP Myrtana a52

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
swapped a and b

goddamn that was a pain in the ass to do

oC24UeR.png


all my connectors went to shit and im still getting used to the new ones, all the signs went wrong, all the logic had to be redone and im not sure if it works perfectly now, all the brushwork went out of control and im yet to find out if all of it was any worth the hassle
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
also a fun fact about this thing

i stubbornly keep avoiding any kind of modelling

and instead spend half an hour on this

41gfuTV.jpg

i added 4 of them and compile started dying with MAX_MAP_PLANES

i turned the brushwork collision into six propper props and map planes went down to 74%

now i can spam these trees everywhere
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Actually, you want them to block visibility, you can add a aware nodraw brush inside them that does so (valve did that in dbowl) or. If they are hollow and enterable, a square hint covering the tower could also save some map space from having VI's screwed up
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
i have a square hint in the tower instance

it causes FindPortalSide errors in vbsp but i just ignore them

the extra nodraw brush is just extra hassle at this point really, minimizing nonorthogonal visleaves is not among my goals at the moment (except for the final instanced castle since visleaves started getting buggy there)
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
propper go home you're drunk

YXrI1cM.jpg


also after removing bumpmaps from model materials i found that prop lightmapping completely refuses to work on proppermade props for whatever reason. the props were just black. didnt investigate much besides checking if it also fails outside instances which it did.

o well gonna have crappy flat lighting on towers. better than map not compiling at all
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
It's because prop lightmapping maps a single lightmap to the UV, which in this case is just the regular stone texture. Unless you're super careful, props generated from brushwork contain multiple instances of their texture, so VRAD just goes with whichever one comes first in the file and then repeats it everywhere else. Probably it started with a face that was clipping into the wall; either way you're not going to get a good lightmap out of this arrangement.
 

JeanPaul

L6: Sharp Member
Aug 5, 2010
284
279
You should definitely do a couple serious brushwork optimization passes before you revert to propper.
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
fun fact - occluders within instances dont get moved and rotated to wherever the instance is and just stay wherever they are in the instanced vmf

also source physics dont like rotated instances as well and makes people get stuck on func brushes and outsides of hollow cylinders

o well
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
tried clipping A tower stairs today

turns out source physics dont like people running on the inner edge of clipped circular stairs and at 45 degree angle to map axis push them off or pretend a certain step is too steep to walk on when it is only 8 units

therefore ima keep the stairs unclipped as it is the lesser evil in this situation