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Old 07-24-2008, 05:32 AM   #11
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Default [Guide] Details: how VALVe do it


I've been setting a load of prop fade distances in my current map, setting them all to the furthest setting that a player can see within the given area. I hadn't realised how many props don't get rendered at a distance like that in goldrush. I'll probably shorten a load of my fade distances, maybe i was being over zealous in them, worrying about people getting worked up about props visibly fading in and out. It seems to be clear that not only in battle to people not notice props out of alignment but also them fading in and out. Aslong as they are not right in your face of course.

A problem i've been having making my map look more "real" that i only realised a few days ago was a complete lack of windows. Valve's buildings are riddled with windows, even if most of them are "blocked" out. Adding a good amount of windows to your map can only improve it's aesthetics. It allows the player to believe the geometry has an interior and a purpose.

A very nice addition to your details guide Youme.
 
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Old 07-24-2008, 09:13 AM   #12
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Default [Guide] Details: how VALVe do it


Had never heard of func_lod. Very, very useful tip

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Old 07-26-2008, 02:46 PM   #13
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Default [Guide] Details: how VALVe do it


thanks for the tip with func_lod - one thing I didn't know so far. Going to try that where it's useful...

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Old 07-26-2008, 05:04 PM   #14
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Default [Guide] Details: how VALVe do it


Wow, the func_lod thing was useful. Both parts - especially the Badlands part since I knew nothing when I read it - are incredibly useful, thanks so much for making them.

(And of course, I hope you'll make more guides if you find something interesting to point out. )
 
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Old 07-29-2008, 12:59 PM   #15
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Default [Guide] Details: how VALVe do it


if you have your map open in hammer, just go to your map proportions, where you set the skybox and such. The min and max fade distance you set there is default for all your props.
if you then have some props that are disappearing to soon you can play around with the fadescale(0 if you dont want the prop to fade at all) or just override the values.

this way you dont have to go in and set fade distances for each object seperatly.
probably one of the best things you can do to give your map an fps boost!

func_lod kinda makes your func_detail work behave like props. so there ya go.

edit: I was wrong, the entries at world spawn are measured in pixels, not distance. Thats a shame ... would've been too easy
 
Last edited by Laz; 07-29-2008 at 04:02 PM.
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Old 07-29-2008, 08:28 PM   #16
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Default [Guide] Details: how VALVe do it


heh...I just saw this and realized I can contribute, awhile back I listed out some gameplay details Ive seen on dustbowl, that help to maintain peoples interest based on new attack angles few people know about
too lazy to repost all the pics, so heres a link:
http://mralbobo.myhosting247.com/dustbowl/
so...it never hurts to make your details useful to the game
 
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Old 07-29-2008, 11:59 PM   #17
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Default [Guide] Details: how VALVe do it


Quote:
Originally Posted by MrAlBobo View Post
heh...I just saw this and realized I can contribute, awhile back I listed out some gameplay details Ive seen on dustbowl, that help to maintain peoples interest based on new attack angles few people know about
too lazy to repost all the pics, so heres a link:
http://mralbobo.myhosting247.com/dustbowl/
so...it never hurts to make your details useful to the game
i love those type of things in maps, espicailly the first one on that page because a pyro can easily wip out the sentry and engineer, so its not a camp fest
 
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Old 08-24-2008, 11:36 AM   #18
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Default [Guide] Details: how VALVe do it


Quote:
Originally Posted by MrAlBobo View Post
heh...I just saw this and realized I can contribute, awhile back I listed out some gameplay details Ive seen on dustbowl, that help to maintain peoples interest based on new attack angles few people know about
too lazy to repost all the pics, so heres a link:
http://mralbobo.myhosting247.com/dustbowl/
so...it never hurts to make your details useful to the game
Thanks, I looked it up, and heres another Dustbowl-jumping walktrough.
 
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Old 08-31-2008, 10:11 PM   #19
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Default [Guide] Details: how VALVe do it


Great post, definitely something everyone should think about, especially the boundaries. Makes maps ten times more immersive.

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Old 09-17-2008, 06:37 PM   #20
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Default [Guide] Details: how VALVe do it


These are great tips and pointers! Thanks.
 
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