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Mapping
Hints
Max Node Size
Using the "-maxnodesize"
parameter in hlbsp can significantly lower r_speeds on some maps. I
am not sure precisely how it works, but it seems to effect how your
map is broken up and thus how it is VISed.
The default setting, ie what it is if you specify nothing, is 1024.
I find that for maps with large, open area 4096 often works best (Temple).
For maps with smaller areas, where you want less 'bleedover' between
areas, -512 seems to work best (Stormvale). It is best to experiment
with different values, though, to see which works best. This setting
may effect different parts of the map differently, so see which is best
overall, and/or lowers speeds where help is most needed.
Texture Sizing
Although any texture whose dimensions are divisible by 16 is usuable
in Half-Life, you should always use textures whose dimensions are powers
of 2. In other words, the sides of a texture should be 8, 16, 32, 64,
128, or 256. The reason? If a dimension is not a power of 2, Half-Life
samples it down to the power of 2 below it, then blows it back up to
fill up the space. This will make your textures appear blurry in-game.
Click on the picture below for example:

As you can see, the area of each texture taken up by the sign is the
same. But because I added some extra space to the second texture (the
blue) to make its width 128 (not 96), it was not sampled down to 64
and blurred. Obviously the preferable thing to do is to make/use textures
whose dimensions are powers of 2 to begin with though!
Making Night Maps Without Model Lighting Bugs
You've probably noticed this problem on some dark map like Inner City
and 110thst- how player models are not properly lit on the map. The
reason? When a map has no light_environment (even a 1 brightness setting
is too much for a night map), the model lighting is carried over from
the last map. I noticed this when testing Storm Vale because sometimes
player models with purple after playing 5am!
How do you get around this? First, make little box away from the rest
of the map- put a light_environment here. Now, in your hlrad settings
add the parameter "-noskyfix". It used to be that you needed
a separate light_environment for each (sealed) area of the map, and
this parameter makes it that way again. Since there is a light_environment
in the map now, model lighting will not be taken from the last map.
However, since the light_environment will only effect the little box
it is in, the rest of your map will still be dark and unlit by it.
Env_sound
- Just Say No
First of all, you really should not use env_sound in a multiplayer map.
They tend to get "stuck"; because they work by radius it is
hard to get the transition between them right. Once a player has been
effected by one, their sound will only change again when they encounter
another env_sound- so you end up with bugs like in 5am where you get
stuck with the echo effect because you missed the env_sound that was
set to normal. What is worse, env_sounds can get stuck between maps.
So if you were in the tunnel in 5am when the map changed, you may well
be stuck with that echo effect on the next map.
This is why you a) should not use them in multiplayer maps and b) should
put an env_sound set to 'normal/off' in the middle of your map, with
a wide radius. That way, if the map before you used an env_sound, your
map will turn the effect off for players!
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