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Castle64,Pub - [NEW BETA/PREVIEW]

Posted: Wed Aug 02, 2006 10:59 am
by deer
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 :
Image
Image
Image
Image
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 :
Image
Image
Image
http://aq2chile.lost-away.org/descargas ... review.rar
Well, my english is bad, i need advice, recommendations.
All maps Beta Version :P
Viva Chile :P

Server DeeRme Rotation (only pub,castle64)
deer.game-host.org:27910
Online Two Days

Posted: Wed Aug 02, 2006 11:43 am
by NRGizeR
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.

Posted: Wed Aug 02, 2006 12:41 pm
by Den
mario 64!

Posted: Wed Aug 02, 2006 1:07 pm
by emu
haha mario :D

Posted: Wed Aug 02, 2006 2:34 pm
by Beavisss
please make screens for "Pub" smaller. Its hard to read this post cause of huge size of screens.

Posted: Wed Aug 02, 2006 4:31 pm
by Mutu
gogo Mario :P

Posted: Wed Aug 02, 2006 11:08 pm
by Preto
Mario ftw :hop:

Posted: Thu Aug 03, 2006 5:25 pm
by Sabotage
Hehe, nice one1 =))

Posted: Sat Aug 05, 2006 1:23 am
by PanConLonga
omg =)