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Topic: Preview of mp_field! |
| Dragon |
General Member Since: Aug 2, 2004 Posts: 413 Last: May 29, 2009 [view latest posts] |
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| Dragon |
General Member Since: Aug 2, 2004 Posts: 413 Last: May 29, 2009 [view latest posts] |
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| maverick |
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General Member Since: Feb 25, 2004 Posts: 460 Last: May 10, 2006 [view latest posts] |
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Category: CoD Mapping Posted: Tuesday, Sep. 28, 2004 06:07 am |
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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.. |
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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]](images/BBCode/smilies/withstupid.gif) )
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$zz.....maverick.... |
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| Dragon |
General Member Since: Aug 2, 2004 Posts: 413 Last: May 29, 2009 [view latest posts] |
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Category: CoD Mapping Posted: Tuesday, Sep. 28, 2004 01:06 pm |
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setCullFog (0, 16000, .32, .36, .40, 0);
0 = Begin distance. In units. So when you use 100, the fog appears 100 units before you.
16000 = End Distance. You can't see anything after your sight has reached this amount of units.
.32, .36, .40 = Red, Green, Blue for all your colorfull fogs!
0 = Keep it 0! Weird bugs approach when this does not equal to 0. It means 'transperecy'. But just don't change it.. |
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| _ca_garrett |
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General Member Since: Aug 2, 2004 Posts: 330 Last: May 16, 2008 [view latest posts] |
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| maverick |
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General Member Since: Feb 25, 2004 Posts: 460 Last: May 10, 2006 [view latest posts] |
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Category: CoD Mapping Posted: Tuesday, Sep. 28, 2004 03:46 pm |
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thnx Tank :D
i needed some clearification because i wanted to add a little nice fog in the final version of my map mp_stcomedumont
the final version have higher fps because i will use now detail brushes and portals and i will make a nicer windmill that rotates and add more sounds and fix all the bugs and it will be much better.the beta i released it far to soon...
so that everybody will like it even more then a lot do now :D
(downloadable on this site in the beta testing StComeduMont_beta)
gr3T$zz..... maverick.... |
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| Wyatt_Earp |
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Preferred Member Since: Jan 20, 2004 Posts: 628 Last: Jun 6, 2008 [view latest posts] |
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Category: CoD Mapping Posted: Tuesday, Sep. 28, 2004 05:31 pm |
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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 |
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General Member Since: Aug 2, 2004 Posts: 330 Last: May 16, 2008 [view latest posts] |
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| Wyatt_Earp |
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Preferred Member Since: Jan 20, 2004 Posts: 628 Last: Jun 6, 2008 [view latest posts] |
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| StrYdeR |
General Member Since: May 11, 2004 Posts: 11671 Last: Oct 7, 2021 [view latest posts] |
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Category: CoD Mapping Posted: Wednesday, Sep. 29, 2004 12:00 am |
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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 |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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