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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: Preview of mp_field!
Dragon
General Member
Since: Aug 2, 2004
Posts: 413
Last: May 29, 2009
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Level 5
MODSCON
Category: CoD Mapping
Posted: Tuesday, Sep. 28, 2004 05:32 am
Huh? Uh.. partial understanding here.. I'm not saying I want to change your opinion because I think it's not what I like, I anted to give you another perspective. Seeing as it may be 6 AM, the sun is low so many trees cast shade, but since there are so many trees, you'll be getting a large dark bit of terrain.
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Dragon
General Member
Since: Aug 2, 2004
Posts: 413
Last: May 29, 2009
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Level 5
MODSCON
Category: CoD Mapping
Posted: Tuesday, Sep. 28, 2004 05:34 am
Guys, to tell you what I think, I like critism, helps me on my tracks. But not in it like "atmosphere is not good PERIOD" Why is my atmosphere not good? Just saying random things without saying why just annoys me a bit..
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maverick
General Member
Since: Feb 25, 2004
Posts: 460
Last: May 10, 2006
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Level 5
MODSCON
Category: CoD Mapping
Posted: Tuesday, Sep. 28, 2004 06:07 am
Hey tank,

Quote:
But not in it like "atmosphere is not good PERIOD" Why is my atmosphere not good? Just saying random things without saying why just annoys me a bit..



i think you're right there..

but i've little question i thought maybe can do it here. because you have that great fog of you :smile: can you explaine to me what value is what in this line:

setCullFog (0, 16000, .32, .36, .40, 0);

i know the 16000 is for the distance and .32 .36 .40 are the RGB (if i'm wrong say it [withstupid] )
but where are the others for..???

and keep up the good work.....
and about the "heat" in this topic just relax a little bit all of you, cool down...... :smokin:

Gr3t$zz.....maverick....
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Dragon
General Member
Since: Aug 2, 2004
Posts: 413
Last: May 29, 2009
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Level 5
MODSCON
Category: CoD Mapping
Posted: Tuesday, Sep. 28, 2004 01:06 pm
setCullFog (0, 16000, .32, .36, .40, 0);
0 = Begin distance. In units. So when you use 100, the fog appears 100 units before you.
16000 = End Distance. You can't see anything after your sight has reached this amount of units.
.32, .36, .40 = Red, Green, Blue for all your colorfull fogs!
0 = Keep it 0! Weird bugs approach when this does not equal to 0. It means 'transperecy'. But just don't change it..
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_ca_garrett
General Member
Since: Aug 2, 2004
Posts: 330
Last: May 16, 2008
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Level 5
Category: CoD Mapping
Posted: Tuesday, Sep. 28, 2004 02:18 pm
wat would a resonable light fog be in distance?? wat is youres i no the 1 u sayd isnt cause thats the default.
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maverick
General Member
Since: Feb 25, 2004
Posts: 460
Last: May 10, 2006
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Level 5
MODSCON
Category: CoD Mapping
Posted: Tuesday, Sep. 28, 2004 03:46 pm
thnx Tank :D

i needed some clearification because i wanted to add a little nice fog in the final version of my map mp_stcomedumont
the final version have higher fps because i will use now detail brushes and portals and i will make a nicer windmill that rotates and add more sounds and fix all the bugs and it will be much better.the beta i released it far to soon...[cry]
so that everybody will like it even more then a lot do now :D

(downloadable on this site in the beta testing StComeduMont_beta)


gr3T$zz..... maverick....
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Wyatt_Earp
Preferred Member
Since: Jan 20, 2004
Posts: 628
Last: Jun 6, 2008
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Level 6
Category: CoD Mapping
Posted: Tuesday, Sep. 28, 2004 05:31 pm
Get your map loaded in game.

Next use the r_zfar command in console and determine your distance. Example.. (note your gsc file must have CullFog )

\r_zfar 8000

This will cull geometry at 8000, for closer CullFog use 5000 etc..

Using 16000 is way to high and will not cull unless your map is the size of Texas.

1. Load map, then console = \r_speeds 1 (take note of the tri count.

2. console \r_zfar set your distance 5800 (example)

3. Look at the tri count in the same spot and notice if it drops. If so, continue until you get a good tri count.

4. In high tricount areas, you should portal, so they dont get rendered until the player views them on the screen.

Experiment with the distance until you get your desired look. Then write down your distance, then change the CullFog setting in the gsc to match.

good FPS is a mixture of tris, portals and culling. Also dont forget to vclog your map, to prelight entities, so the game with light them before the player can see them.
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_ca_garrett
General Member
Since: Aug 2, 2004
Posts: 330
Last: May 16, 2008
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Level 5
Category: CoD Mapping
Posted: Tuesday, Sep. 28, 2004 11:04 pm
yo Wyatt help me out with this litle problem in portaling

wat side should i put the portal no draw on??? if a house that u can enter for example would i have it facing outwards or inwards??

(btw i have kwite a colection of youre video tuts, amazing job)
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Wyatt_Earp
Preferred Member
Since: Jan 20, 2004
Posts: 628
Last: Jun 6, 2008
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Level 6
Category: CoD Mapping
Posted: Tuesday, Sep. 28, 2004 11:58 pm
Does not matter, as long as one side had the portal texture.
I typically place NO_DRAW on the inside of windows, and the outside is portal. Make the whole brush NO_DRAW then, select the out side side, and apply PORTAL texture.
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StrYdeR
General Member
Since: May 11, 2004
Posts: 11671
Last: Oct 7, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a HOST of MODSonair
Category: CoD Mapping
Posted: Wednesday, Sep. 29, 2004 12:00 am
if you are creating more than one cell (for example placing outdoor portals) then you need to consider how your other cells are going to interact with any portal face they touch

best bet....place them facing in on your buildings....

but i dont think it really matters too very much [angryalien]
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