Beta Preview Maps
Map name : Castle of Peach by DeeRme
Map file : castle64.bsp
Mods : AQ2
- Teamplay 1
- Matchmode 1
- CTF 1
Textures : Wal y TGA
Engines : Aprq2 / Nocheat / R1Q2
Compilation :
QBSP 4sec
QVIS 14 sec (-threads 1 -cullerror -maxdist 5000 -v -nosort -fast)
QRAD 14 sec (-extra -bounce 0 -ambienta 200)
Screenshot :
Download : http://aq2chile.lost-away.org/descargas ... review.zip
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Map name : The pub "It enjoys the moment" by DeeRme
Map file : pub.bsp
Mods : AQ2
- Teamplay 1
- Matchmode 1
Textures : Wal y TGA
Engines : Aprq2 / Nocheat / R1Q2
Compilacion :
QBSP 10sec
QVIS 100sec
QRAD 475sec
Screenshot :
http://aq2chile.lost-away.org/descargas ... review.rar
Well, my english is bad, i need advice, recommendations.
All maps Beta Version
Viva Chile
Server DeeRme Rotation (only pub,castle64)
deer.game-host.org:27910
Online Two Days
Castle64,Pub - [NEW BETA/PREVIEW]
Moderators: Moderators, Mappers
Castle64,Pub - [NEW BETA/PREVIEW]
Last edited by deer on Thu Aug 03, 2006 4:56 pm, edited 3 times in total.
You should always ALWAYS do a full vis on a map that you're going to release. As for lowering compile times, read up on hint brushes, and detail brushes. A good place to start is the q2 tutorials at http://www.gamedesign.net
Gamedesign FAQ wrote:What are Detail brushes and when should I use them?
Detail brushes are used to help speed up the compile time by "hiding" those brushes from the compilers. Since the QBSP compiler breaks up a brush if another brush intersects it, this means that a lot of brushes may be created. Detail brushes can be used for any brushes that do not block the player's line of site.
This is taken from a text file included with the gamex86.dll source code. The author is John Carmack.
The basic idea is that you should make all of the brushes that aren't major occluders into detail brushes. This lets the vis program ignore all of the little protrusions that never really block sight. Because of the factorial order of the vis algorithm, it is pretty easy to get a 10x speedup in vis time by making the non-essential brushes detail. This also gives a method to fight some of the errors that still occur in bsps. If polygons are dissapearing in the game, but they come back with "r_novis 1" set, then there is a vis error. This can usually be fixed by making more of the brushes between the problem viewpoint and the problem polygon into detail brushes.
Hehe, nice one1 =))
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