oc_scientist_hunt_deathrace

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destiny
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Re: oc_scientist_hunt_deathrace

Post by destiny »

pretty sure those landmines will be enough to scare poeple of not to go to far into the outside world.(unless they are reall determined and will go full speed over it then itl be a bloddy mess.)
also they look reall nice the mines always liked claymores for being good mines.
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Re: oc_scientist_hunt_deathrace

Post by MaestraFénix »

Unless there´s a fake image, i see very easy avoid the mines, jumping over them (or using the cars as a bridge).

That image of a black car in a desert reminds me the "Training circuit" from Driver (not the movie).


Is there a list of the "pilotable" cars? (you know, the diferent models).
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Re: oc_scientist_hunt_deathrace

Post by Shana »

Good idea for the map border.
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Re: oc_scientist_hunt_deathrace

Post by fug4life »

Thanks, it looks a bit rough, I turn't collisions and shadows off, as I do for most skybox props but I'll turn shadows on for some of the closer range stuff. Also a few mines and claymore are too far out of sight so I'll bring them nearer into view, which will means the mines will look more densely spead.

Also I'm hoping there are some shrub detail sprited similar to the model i've used so i can add that too, make the ground look a bit better, and lastly some rock columns.

obviously the mines in the 3dskybox dont explode when shot, but the ones in the real map will be live:)

You guys are probably noticing alot of custom stuff going into my maps. I guess I realised both of my maps aren't really anything special, and I thought if I had some good maps show casing just how much you can customise stuff to work with oc they'd serve as nice examples to other community mappers, given the fact the mod maps will have to have a permissions for custom content, I thought I'd just go the complete other direction, just so people can see its still possible.

But yeah I wanted a better border than the huge circle of combine shield overlay texture I had before, this way I've reclaimed the corners of the map back;)
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Re: oc_scientist_hunt_deathrace

Post by fug4life »

Yep shrubs can be detail sprites, I've just got to rename a load of VMTs so I can have sprite less areas, and small skybox mdl sprites in the skybox.

I take it any L4D features are in the 2009 engine? i.e detailsprite blocker volumes?
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Re: oc_scientist_hunt_deathrace

Post by fug4life »

detail sprites suck in large open areas, I wish the draw distance was higher, but I think its a code limit :(

Image
The ones you can see in the distance are static props.

And lol I found out density for skyboxes has to be much higher number.

I think I'll leave the taller shrubs as static props and just use small shrubs as detail sprites models.
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Re: oc_scientist_hunt_deathrace

Post by Axel_m3sh »

Wasn't there a console command to bump up the detail sprite draw distance???

r_detailspritesomething? I dunno...
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Re: oc_scientist_hunt_deathrace

Post by fug4life »

Thanks,

Code: Select all

] find detail
"cl_detail_max_sway" = "0"
 client archive
 - Amplitude of the detail prop sway
"cl_detail_avoid_radius" = "0"
 client archive
 - radius around detail sprite to avoid players
"cl_detail_avoid_force" = "0"
 client archive
 - force with which to avoid players ( in units, percentage of the width of the detail sprite )
"cl_detail_avoid_recover_speed" = "0"
 client archive
 - how fast to recover position after avoiding players
"cl_detail_multiplier" = "1"
 client cheat
 - extra details to create
"cl_fastdetailsprites" = "1"
 client cheat
 - whether to use new detail sprite system
"cl_showerror" = "0"
 client
 - Show prediction errors, 2 for above plus detailed field deltas.
"npc_tasks"
 game cheat
 - Displays detailed text debugging information about the all the tasks of the selected NPC current schedule (See Overlay Text)
	Arguments:   	{npc_name} / {npc class_name} / no argument picks what player is looking at 
"cl_detailfade" = "400"
 - Distance across which detail props fade in
"cl_detaildist" = "1200"
 - Distance at which detail props are no longer visible
"r_drawdetailprops" = "1"
 - 0=Off, 1=Normal, 2=Wireframe
I hope these commands will work ok in a map_cfg.txt, I know some r_ commands work ok for clients... will test tomorrow.

Edit: I just re-read, does that come under game cheat :(
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Re: oc_scientist_hunt_deathrace

Post by fug4life »

Alright been on this all morning and finally cracked it.

so the commands I needed were:

cl_detailfade (default = 400)
cl_detaildist (default = 1200)

So map_cfg.txt don't affect cl_ commands, reluctantly I had to add a trigger_multi at the player spawn so I can use a point_client command. (I normally don't like point_client commands I don't like the console relay messages that appear on client screen, luckily with the two commands I needed, there is no relay message, so players don't know I'm screwing with there detailfade distances).

I've now set

cl_detailfade 2400
cl_detaildist 4800

which may seem alot but there are soo many things you can do that affect the performance, its a bit of a juggling act.
I'll explain most detail vbsp have 1000-1500 density settings I've currently lowered mine for this map to just 50. I don't need a good covering of sprites in a small space but I do need a large visable distance.

Also I'm using models, which isn't the most performance friendly way to use detail_props

hence the high fade and draw distances have been increased, but the density is very low.

Only problem I've encountered is that skybox details dont fade, which isnt a real problem as I only really want them near the border to the skybox and map, so what i'll do is use a nodetail identical blend vmt so no sprites are created in the distant hills away from players view. (A bit more optimisation)
Also as mentioned previously another problem is the density has to be higher for 3dskyboxes.

I just wondering whether its worth me making all the other props detail props in the skybox i.e the claymores & mines.

What I've found to be a nice trick for this map is to keep the original large shurb static props I have in the map so when you look beyond the fade distance you'll still see one or two larger shrubs in the distnace.

So I'll tweak as I go to try keep visual and performance well balanced. Why these fade distances are a cl_ command is understandable but I think it should be a forced cvar, end of the day mapper can choose fade distances on just about everything else why no detail_props/sprites.

Showing the current fade distnaces and how the static props in the background help blend it:
Image
(the static props are with the shadows still turned on just for testing, I'll probably turn them off too)

This here showing the blend into 3dskybox, I'll increase what can be seen in skybox to better match the map
Image

All in all I'm happy I decided to go this route, I can trade off a lot of static props to be detail_prop/sprites.
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'She has zero tolerance for idiots'.

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Re: oc_scientist_hunt_deathrace

Post by Gary »

You should add a slight fog that is the color of the sand, as it looks a bit plain. Maybe you could make the fog thick enough to cover fade distances as well.

Overall looking good.
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Re: oc_scientist_hunt_deathrace

Post by fug4life »

Yeah there is fog but its pretty much only in the skybox and set far back into the skybox, I didn't like the way the two transitioned, I'll try again as I agree it looks a bit plain.

Hopefully some trigger_wind, env_wind and func_dustclouds will, add a bit more.

Also I want to get hold of a tumble weed model that the wind can blow around.
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Re: oc_scientist_hunt_deathrace

Post by fug4life »

Collect enough scrap metal and Ricky here will whip up something a little more customised:

Image
By fug4life at 2011-01-07
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Re: oc_scientist_hunt_deathrace

Post by destiny »

il take it you took that guy from ep2.
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Re: oc_scientist_hunt_deathrace

Post by fug4life »

car aswell...
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Re: oc_scientist_hunt_deathrace

Post by fug4life »

So I have me a Tumbleweed...

I managed to compile the exsisting shrub_01a as physics prop:

ImageImage

I added $drag (air resistance) 1.0 to the collision model, it certainly bounces around with trigger_wind and env_wind, so I guess it'll do for now.
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