The End of the World
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*GCC*Nigel
- Second Lieutenant
- Posts: 169
- Joined: Sun Dec 04, 2005 5:13 am
The End of the World
My rather long, but not so wide map has reached the end of the given grid in Radiant and I'm having trouble with my sky_caulk brushes that span the entire length of the map, and I'm wondering if there is a maximum length for brushes that I'm exceeding that stops me from increasing the length of my sky box even further. If there is a maximum length, any suggestions on how to extend my sky box?
Stein Auf
grid
You can't go outside the grid. But, you could use a teleporter to move the player(s) to another location inside the grid. If its singleplayer, you can also send the player to a second map.
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*GCC*Nigel
- Second Lieutenant
- Posts: 169
- Joined: Sun Dec 04, 2005 5:13 am
Sad
... That's EXTREMELY EXTREMELY unfortunate...
I have a big problem, my map is too big for the grid and teleporters wouldn't work too well. I'm designing it to be a multiplayer map. It IS playable without the extension that I want to put on, but the fog on the map gets cut off before visibility blots out the line (You can see the edge of the map distinctly). If I change the fog to blot out the edge before the end of the world is visible, visibility on other parts of the map are weird (fog indoors). I'm using caulk_sky for my skybox. Is there a way to add a layer of fog or something? Just enough to cut of visibility to certain points?
SCREENSHOT! (Hitting my peak FPS as well... )

I have a big problem, my map is too big for the grid and teleporters wouldn't work too well. I'm designing it to be a multiplayer map. It IS playable without the extension that I want to put on, but the fog on the map gets cut off before visibility blots out the line (You can see the edge of the map distinctly). If I change the fog to blot out the edge before the end of the world is visible, visibility on other parts of the map are weird (fog indoors). I'm using caulk_sky for my skybox. Is there a way to add a layer of fog or something? Just enough to cut of visibility to certain points?
SCREENSHOT! (Hitting my peak FPS as well... )

Stein Auf
Looks like you made a big box and hollowed it out to make the skybox. Is there any way you can lower it or make it hug the tops and edges of buildings ? Anyplace you can "shrink" the maps overall area will help.
Is it possible to use vis in this map ? That may help.
Can you adjust the farplane settings so only a certain amount of map can be seen/drawn ?
Did you look at the released maps and take a look at how they were made ?
Is it possible to use vis in this map ? That may help.
Can you adjust the farplane settings so only a certain amount of map can be seen/drawn ?
Did you look at the released maps and take a look at how they were made ?
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*GCC*Nigel
- Second Lieutenant
- Posts: 169
- Joined: Sun Dec 04, 2005 5:13 am
No, nope, no, no and maybe
neillomax - My skybox is set far enough so you can't see the edge of the map from anywhere but the one edge through the fog.
I do use vis. You can only view level segments adjacent to your current segment and level + 1 in certain cases for fog.
The farplane is as low as it can go without nasty effects (IE-Fog indoors)
I don't see how that would help... All other foggy maps aren't as long as mine and take nowhere near as much space as mine does. Their fog is usually thicker and don't have the end of the world problem. I've never seen anyone do a layer of fog before.
Jv_map - The ground texture is composed of two layers of water and then a layer of dirt (I was having problems getting the water to look dark enough and getting the fall to kill you as opposed to just fall into water). I wouldn't mind giving it a try if you think it could work.
Some of my other ideas include suddenly sloping the water downward to increase distance between the player and the water, but then falling into the water would be odd as you go further down if you were to leap off the end rather than the side. And the debris would appear to be floating.
Despite what Tltrude said, I did manage to build off the end of the grid. Simply a continuation of what I had leading to the end, but off the grid now. However, a leak appears at the end of the grid that by all my reasoning shouldn't occur. Just wondering if it would be frowned upon to have a map with a leak released...
I do use vis. You can only view level segments adjacent to your current segment and level + 1 in certain cases for fog.
The farplane is as low as it can go without nasty effects (IE-Fog indoors)
I don't see how that would help... All other foggy maps aren't as long as mine and take nowhere near as much space as mine does. Their fog is usually thicker and don't have the end of the world problem. I've never seen anyone do a layer of fog before.
Jv_map - The ground texture is composed of two layers of water and then a layer of dirt (I was having problems getting the water to look dark enough and getting the fall to kill you as opposed to just fall into water). I wouldn't mind giving it a try if you think it could work.
Some of my other ideas include suddenly sloping the water downward to increase distance between the player and the water, but then falling into the water would be odd as you go further down if you were to leap off the end rather than the side. And the debris would appear to be floating.
Despite what Tltrude said, I did manage to build off the end of the grid. Simply a continuation of what I had leading to the end, but off the grid now. However, a leak appears at the end of the grid that by all my reasoning shouldn't occur. Just wondering if it would be frowned upon to have a map with a leak released...
Stein Auf

