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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: make detail?
cybershot
General Member
Since: Dec 28, 2005
Posts: 944
Last: Mar 3, 2018
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Level 7
Category: CoD Mapping
Posted: Wednesday, Mar. 15, 2006 06:02 pm
ok guys. can someone simplify the make detail command. I understand that it tels the compiler not to draw something, i found that there is alot of info here, but i don't completly understand how it works. I made a test map after reading the tutorial on this site, i kinda understand what it does, but i thought that it would make the object not solid or something. What exactly does it do and why can't i just make the whole map detail. Are the common things to make detail like walls, poles bushes stuff like that?
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Yorkshire-Rifles
General Member
Since: Mar 16, 2005
Posts: 272
Last: Apr 18, 2008
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Level 5
Category: CoD Mapping
Posted: Wednesday, Mar. 15, 2006 06:30 pm
Make detail really "pre-loads" brushes. They help to keep the MAXVISDATA size down, which is a rather poor 3.14 million. The graphics engine then doesn't have to keep making a decision whether the player can or cannot see these brushes, it just draws them from the start, thus reducing processing in-game (because it doesn't have to keep redrawing them).

The more brushes, the more VISDATA to process. Detail takes up a lot tess VISDATA. If you get this error, you need more detail brushes to reduce VISDATASIZE.

ERROR: MAX_MAP_VISIBILITY exceeded
MAX_MAP_VISIBILITY means you reached VIS's upper limit. However, it IS fixable. Anything brushes that aren't structural (ie. chairs, consoles, etc) should be made into detail brushes. Also make sure to use caulk on any non-visible faces.


You've probably read this about VIS for Dummies.
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cybershot
General Member
Since: Dec 28, 2005
Posts: 944
Last: Mar 3, 2018
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Level 7
Category: CoD Mapping
Posted: Wednesday, Mar. 15, 2006 07:43 pm
yes, i did read vis for dummies wich is what got me started on the whole detail thing. it was very informative and helpfull, however the one thing i don't understand is why not make everything detail. as far as i can tell, after you make it detail it is still a solid object so what is the difference. why not make the entire map detail and cut vis out totally. so what is the best example of things that should be detail. example...walls, trees, bushes, fences, stuff like that? am i on the right track?
Vis for dummies was very helpfull, but the writer of the tutorial underestimated just how much of a dummie i am. You guys here have been very helpfull in learning how to map and i have sent several people to this site to start their learning process. told them to start downloading tutorials and things. I think that this site is awsome in the fact that you guys help us out in our learning process without complaining about having to answer all the "dumb" questions. So i want to say thanks a million. and i am addicted to mapping
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foyleman
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Category: CoD Mapping
Posted: Wednesday, Mar. 15, 2006 07:45 pm
It might seem solid to the player, but it's not structural. detail brushes don't stop the player from seeing the entire map all once. Heck, it doesn't stop the map from leaking for the same reason. If the entire map can be seen at once, that's too much work for the CPU.
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Yorkshire-Rifles
General Member
Since: Mar 16, 2005
Posts: 272
Last: Apr 18, 2008
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Level 5
Category: CoD Mapping
Posted: Wednesday, Mar. 15, 2006 07:58 pm
Players can't spawn on detail. Solid structures preserve the game world. If you have too much detail, your processor won't cope with the huge amount of brushes it has to draw at the beginning. Structural brushes mixed with portaling help keep FPS high, limiting lag.

As for being a dummy - you ain't the only one! It took me ages to get to grip with the concept of structural/portalling brushes. Portalling brushes count as solid and you can use too many of them.

Because you people tend to making open, outdoor environments they think open spaces but the trick is to think of making large, enclosed spaces. Dividing a map up into cells, using portals.

That's probably not the best description for what I mean. [crazy]

There's a working explanation of portalling in this thread here.

Foyleman got there first, so half of this is a re-iteration. [cool]

Here's a pic of portals, it might help. LINKAGE!
And here's the original thread.

edited on Mar. 15, 2006 09:59 pm by Yorkshire-Rifles
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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 6, 2006
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Level 5
Category: CoD Mapping
Posted: Wednesday, Mar. 15, 2006 10:22 pm
You can spawn players on top of detail brushes. All that matters is the texture that you applied to the brush.

Bottomline, you need to plan on portaling your map by hand. That means planning ahead as to where your structural brushes are going to be. Where treelines are going to be (they have structural brushes in the core). If you have a long street, make it bend, then have solid walls between the houses at that point to break the map into smaller cells.

The easiest way to use the portal brushes is to make them trapezoidal shaped (as viewed from above, rectangular if you're viewing from the side). The longest face gets "portal" texture the other 5 faces get "portal no draw" texture. The portal no-draw sides really don't matter where they are or whether they connect to anything, all that matters is the one face with the "portal" texture. By making the 2 sides of the brush different lengths (when viewed from above), you never have to wonder about which side of the brush holds the "portal" texture. Which works well for outdoor levels where you're doing a lot of structural skybox brushes inside your treelines and hanging portal brushes off of those cores.

Low fog values also help with FPS. As long as you're using CullFog instead of ExtFog. But rather then depend on fog culling, you should test your map at 3x the planned fog range. That way, any fog culling is a bonus to your map performance.

You should also load maps in devmap mode, then turn on portals. Look at how other map makers have dealt with portals.

/devmap [mapname]
- Allows you to load a map in debug mode.

/cg_drawFPS 2
- Shows you additional information, such as the number of tris / vertices / primatives / entities visible at the moment.

/cg_drawshader 1
- Shows you the texture names under your crosshairs.

/r_showportals 1
- Draws the portal boundaries, allowing you to see how the map was sectioned out.

/r_showtris 2
- Draws the outlines of surfaces. Useful for seeing how finely an area was divided.

/r_showsurfcounts 1
- Shows the number of textures in use by a particular model.

/r_showtricounts 1
- Shows the number of triangles in use by a particular model. This is a good measure of model complexity.
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