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Using .maps for examples

More or less everything you want to know about mapping for WildWest.

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El Poncho
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Using .maps for examples

Post by El Poncho » Sat Oct 15, 2011 3:25 pm

So for examples and "how to's", I've been searching through the couple available maps, hacienda and town. I know that I don't quite understand areaportals and hint brushes completely yet, but I have a couple of questions that's been on my mind for awhile.

When checking out these maps, there seems to be a lot of brushes that are duplicated. One brush will be completely caulk, the other will have a texture placed on it and they are placed on top of each other (ie. same exact coordinates). So if you select a window brush lets say, and move it out of the way, there will still be the same shape brush in it's place made out of just caulk. What is the purpose of doing this?

Secondly, there are a ton of clip brushes throughout the levels. For example, and a lot of the buildings are blocked with them in the town map. Is the reasoning for this to be able to make those buildings detail instead of structural to save FPS?

Sorry for all the questions...

:oops:
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Ringo
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Re: Using .maps for examples

Post by Ringo » Mon Oct 17, 2011 9:19 am

El Poncho wrote:So for examples and "how to's", I've been searching through the couple available maps, hacienda and town. I know that I don't quite understand areaportals and hint brushes completely yet, but I have a couple of questions that's been on my mind for awhile.

When checking out these maps, there seems to be a lot of brushes that are duplicated. One brush will be completely caulk, the other will have a texture placed on it and they are placed on top of each other (ie. same exact coordinates). So if you select a window brush lets say, and move it out of the way, there will still be the same shape brush in it's place made out of just caulk. What is the purpose of doing this?

Secondly, there are a ton of clip brushes throughout the levels. For example, and a lot of the buildings are blocked with them in the town map. Is the reasoning for this to be able to make those buildings detail instead of structural to save FPS?

Sorry for all the questions...

:oops:
fire em up ! ,

in your window example , only one side is visable so prolly only that 1 selected .. another part is a mappers choice .. there are various maps with additional or hidden stuff ( expanded later etc )

the second question , this is due to vistable , if the compiler hits a clip brush it acts like a wall .. so u can limit the vistable ( hence vistablemax exceeded) it is a fps matter
secondy .. the town map was known to jump everything .. u could nade jump over the buildings and plant ..
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