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Posted

how many brushes can a map have in it? i'm at about 4800 and not even close to completion?

thanks

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Posted

Not 100 % sure but its not so much how many brushes or patches you have but textures and xmodel that would chew up game memory. But out of curiosity what ya building that takes that many brushes. There was one person in here who built a small house and made every 2x4  a brush very detailed very bad too. Still it worked. 



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Posted

just the buildings, nothing like 2x4's or anything crazy like that. i can't imagine doing something like that lol, that must have taken a very long time or he/she was really fast. i am still working on those buildings like the ones i sent you. so if xmodels are used to much it drags the game down? how many of those can i use?

i do have some like ledges (trim) that go around some of the buildings, i thought it would be cool to be able to walk around the outside of a building like that. i started working on a tunnel system yesterday but haven't gotten very far. it's kind of a pain in the butt, i don't know if i will continue that or not.

i need to think about some buildings that are like blown up or w/e.

i have so much going on right now, its hard to think lol

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Posted (edited)

xi_bedlam4.thumb.png.f78fa3029c040e2b53843804d758fe46.png

 

I do tunnels as a separate .map file and then put them in when I have them done, except for the entrance/exit area.  Much easier to see what I am doing.  I take each section I want (90 degree turns, u shapes, s curves, etc) and make prefabs for each, then I can just bolt them together however I want quickly.  The real pain is how you decide to make them transition to the surface.  I tend to do a lot of texture blending so usually those spots take awhile for me to line up properly.

Edited by Bogleg


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Posted

mine are under ground beneath buildings, it was easy to cut a hole in the floor's lol

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Posted
56 minutes ago, Bogleg said:

xi_bedlam4.thumb.png.f78fa3029c040e2b53843804d758fe46.png

 

I do tunnels as a separate .map file and then put them in when I have them done, except for the entrance/exit area.  Much easier to see what I am doing.  I take each section I want (90 degree turns, u shapes, s curves, etc) and make prefabs for each, then I can just bolt them together however I want quickly.  The real pain is how you decide to make them transition to the surface.  I tend to do a lot of texture blending so usually those spots take awhile for me to line up properly.

very nice, maybe one day when i get all grown up i can do that too hahaha

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Posted

oh yeah, i just finished my tunnel but it is more rectangular in shape. i'm not sure if the buildings are really where i want them but i can change things if needed, i am not in a rush.

i have read a lot of info on map size, i don't want it to small but certainly not to big either. that's hard to judge. i thought maybe doing like a medium size town i guess, surrounded by a wall with some of those big huge buildings (xmodels) going around the perimeter, not accessible of course.

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Posted

Backlot is a nicely sized map you can use for a reference.  



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Posted

Tunnel in my latest cod 5 map  mp_erdingtonoff

 

2019.01.08-19.56.png

2019.01.08-19.56_01.png

2019.01.08-19.56_02.png

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Posted

Avoid using any assets (models, fx, textures) unless you really need them. Saving on even one unique xmodel can be the difference between a map working with a mod and not working. Avoid exploding cars since those are the worst offenders. Also, if its a building you will never get to dont bother with collision or blocking brushes of course. Use brushes for those and not models wherever possible.


  • 2 weeks later...

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Posted
On 1/8/2019 at 1:47 PM, Bogleg said:

Backlot is a nicely sized map you can use for a reference.  

OH WOW! i looked at backlot, my map was HUGE compared to that! quickly rethinking/redoing map size now, it didn't seem that big to me but it was 3 to 4 times bigger than backlot.

thanks

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