Would this cave be optimazable?

Discussion in 'Mapping Questions & Discussion' started by Mar, Feb 26, 2009.

  1. Mar

    Mar Banned

    Messages:
    607
    Positive Ratings:
    63
    Would it?

    I've got a map idea on paper, but due to my in-experience in mapping I don't know if this idea is feasible and relatively simple to do in hammer.

    I've got a 5 point cp map, and the 1st and 2nd point are standard fare.

    the middle point thought is some cool shit.

    It's about the size of badlands if you include the houses. It is a large cave with a rock bridge in the middle. On the 2 sides the teams come trough a few mine shaft and huge angled waterfall wall. The water fall kinda look like this.

    \_
    ....\_ <--displacements with water flowing over it
    ..........\_
    ..............\ _ Cp
    ....................\_
    .........................\_ Water pool under bridge

    But it's flatter, not so bumby.

    So my questions are, can I do stalgtites and stagalmites in hammer?

    Can I have running water on displacements on my cave wall, so that it's cooler then a flat plane to run upon?

    Are there any advantages by using a cave as a ceiling instead of a traditional rotating skybox?

    And is all this water and displacements and unique litghing going to be optimazable consedering this will be a main battle ground?
     
  2. Apom

    Apom L6: Sharp Member

    Messages:
    366
    Positive Ratings:
    62
    Better do them with models. You could always try your luck with dispalcements, but I'm not sure it's worth it.

    Sure, just use a running water texture like you would on a standard brush.

    The only difference is that rock walls will not emit light (although a skybox can be set to not emit light if you wanted to).

    Open areas are by essence not optimizable, except for fade distance on props (but don't abuse it, it's really annoying in TF2 when you see props fading in/out). Although if the ceiling is reasonably flat (does not "cave in"), you could put it in a 3D skybox for cheaper rendering.
     
    • Thanks Thanks x 1
  3. Mar

    Mar Banned

    Messages:
    607
    Positive Ratings:
    63
    Well the cave does cave in, the entire area looks like a huge dome (semi-circle) with 2 sides cut away for the waterfall entrance. I guess this would be optimizable being that if that since the waterfall beginnings above the dome, if your in the cave, you can't see out of it.

    And for Lighting, I was planning to due spotlights and such making it look like Red and BLU where building in this place.
     
  4. Sgt Frag

    Sgt Frag L14: Epic Member

    Messages:
    1,443
    Positive Ratings:
    294
    It's deffinately possible to do. Like you said the mid cap on badlands is pretty large and open. There was much optimizing they could do there. Sure a few of the rooms to the side might not render, and the buildings block view of the back areas, but it's wide open.

    Displacements are easy for the engine to render. So if most of the cave is made from them it should be fine. You could probably make stalagtites by making a flat plane square displacement and pulling the middle vert out. Make you brush bigger round and pull that vert plus the ones around it out.... keep going and it should make a nice cone with good shading.

    The running water can be a displacement just above the other displacements.
     
  5. Vigilante212

    Vigilante212 L7: Fancy Member

    Messages:
    481
    Positive Ratings:
    33
    I found a good way to make pillars of stone or stalagtites

    Start with a square make it three sections to the middle. Make the first section relativly thin say if the pillar was 100 units the first section would be 10. Now taper in all the sides equally that attach to the lower square so they have more then a 45 degree taper keeping them square. Now the next section should be 60 units. Do the same as you did to the first except make it so the part connecting to the thirt part is almost at what you want your finished dimension. For the third section take it to your finished dimension or to 4 units if its just hanging. Now turn the visable faces into a displacement and subdivide. Should look pretty decent. You may need to experiment.
     
  6. Apom

    Apom L6: Sharp Member

    Messages:
    366
    Positive Ratings:
    62
    I know that displacements are cheap, but still, 12 displacements for one single stalactite looks somewhat overkill...
     
  7. Mar

    Mar Banned

    Messages:
    607
    Positive Ratings:
    63
    Can a cone work as a stalgtite?
     
  8. Sgt Frag

    Sgt Frag L14: Epic Member

    Messages:
    1,443
    Positive Ratings:
    294
    It could but probably won't render as easy as a displacement, and I suppose you'll want alot of them.

    Also it might not render shading as good, you might need to decrease lightmap size and use a smoothing group to make it look rounder and less sharp edged.
    And that could be more of a performance hit too.

    If you use displacements you could actually sew them into the ceiling floor and get a nice smooth transition.

    Now I'm curious to see how it would look so I'll make some toonight when I get home and post screens or upload a vmf.
     
  9. Mar

    Mar Banned

    Messages:
    607
    Positive Ratings:
    63

    Cool, link to post?