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But it's not like if he made an addon he would stop uploading it here anyway, even though the map is designed for Gmod 13.
There are many trees in the skybox but not man actually close in amongst the first level of buildings you see. It might just be me. But these just seem to be on retarded angles that your probably never going to see unless your on the buildings when you notice how out of whack they are.
Anyways in short:
- Add more trees
- Keep them on the same levels.
WHAT!? Doesn't fit... Minges will be mad ;)
Well its better than playing at 2fps or whatever on evocity..
Posting to ask if Oskutin is still working on his concept design from a few days ago, I was interested to see how that turned out.
So if anyone, not necessarily Oskutin, could tell me how that's going it'd be appreciated, thanks.
Also, I will work on tweaking those trees so they are not being wasted so badly, and where they clump up, I will clean some out.
Added hint-brushes between each floor of the apartment building to further increase optimization, among other things I tested, like Area portals, and func_leafvis brushes.
Edit: Upon testing, it would seem that yes, indeed, the building is better optimized now, because it wont fully render the floors above and below the current floor for the local player, and each room is properly sealed-off with hint brushes now.
Hi. if you want to know what is a leaf visit this and this, if you want to know how to optimize visit this, if you want to learn about hint brushes visit this if you want to know about func_detail visit this and if you want an extended explanation about the leafs visit this Also remember that when you are cutting leafs with the hint texture with a brush you need to know that the leaf will be cutted with each part of the brush with the hint texture, so if you need to cut for example just one leaf, texture all the brush with the skip texture and texture the part of the brush where you want to cut the leaf with the hint texture.
Also if you want to know more about textures like areaportal or ocludder visit this
Some commands that it helped me a lot are:
* mat_leafvis 3 (shows all the leafs rendered in your potentially visible set)
* mat_wireframe ( Shows you what part of the world is being rendered with wireframes)
* r_shadowwireframe (It shows in wireframe what part of the world is being rendered with the dynamic shadows [env_projectedtexture], its not really important in your map but you should know for a good optimization in future maps)
You can ask me everything about this kind of things, im not an expert about this, but i have experience with this tricky part of the mapping.
You also should know that its not a very important part of the mapping, but, i think its really necessary to have a well optimized map.
Force limit: 0
Torque limit: 0
X min : 0
X max: 360
Y min: 0
Y max: 360
Z min: 0
Z max: 360
X friction: 0
Y friction: 0
Z friction: 0
Free movement: yes
now just clk on the prop then on the world, the prop now nocolides with the world.
Thanks for making this new map, its got a lot of nice improvements.
How do you go about updating it? Via workshop or via Workshopper 0.4? And can you modify the description and such for the addon?
You can change title, description and add more images and videos from the workshop page of your addon.
What size does the icon need to be?
Also, small texture misalignment here:
And you REALLY need to func_detail your ladders and such stuff:
Just thought I'd stop by and say that Colton Rappe is a really cool dude.
Is anyone else having a goshdamn issue making their workshop addons Public? The damn thing keeps reverting to hidden.
And we most DEFINATELY already func_detailed those stairs in that image. I dont know where you can go around assuming how the brushwork is made when you dont have the VMF source. If for some reason you think that those stairs are not func_detailed, I am here to tell you, they are.
Steam Workshop posted: