broken wall detailing


zippy
01-13-2007, 12:50 PM
Certainly not dealt with broken walls much though i can do them.

Wondering what what would be considered a reasonable amount of detailing.

Asking this because dod_koln is mostly all broken buildings and the amount of faces surely wont help fps.

Ca-Chicken-Soup
01-13-2007, 02:25 PM
func_details, displacements and models all used propperly will allow for lots of detail. Go hard!

nave
01-13-2007, 09:04 PM
At least rep your own tutorials soupy...

http://www.dod-federation.com/forum/showthread.php?t=402

Also, not sure if someone made a thread about it, or just mentioned the tip... but make detail destruction edges have triangular brushes that are like orange slices that meet at the outtermost corners. The engine splits polygons into triangles anyways, so you're controlling each polygon to become the most versatile and easy to control wall!

Hard to explain... if my :tnp::tnp::tnp::tnp: made no sense, I'll post pictures. :D

zippy
01-14-2007, 09:23 AM
surely that method isn't practical on a destroyed building lvl. That is just for holes.

nave
01-14-2007, 12:21 PM
Surely you won't want to use displacement on every wall, but I'd imagine a blown up city would have holes or at least places where that same concept applies.

Ca-Chicken-Soup
01-14-2007, 05:32 PM
Check out argentean at the middle flag, the broken walls of the station are a good example of how to do it. Use of big chunky func_details then displacements around the edges of them to round them off.

Someth|ngW|cked
01-14-2007, 07:47 PM
Most of the tutorials on interlopers aren't the best way to go because they are mostly made by noobs for newbs and the people that moderate the tutorials don't really seem to know much about mapping, i have seen quite a few tuts on that site that if fallowed would cause major performance issues in a map intended for actual game play

You can use either displacements or clipped brushwork set to func_details, i usually prefer to use these 2 methods rather than models because the seams between the brushwork and models are way to obvious and makes it look kinda tacky, using models for things like boards sticking out of blown floors or re bar out of blown concrete however looks really nice

This is an old tutorial i posted on interlopers a while back

http://forum.interlopers.net/viewtopic.php?t=2251

zippy
01-16-2007, 05:42 AM
yes that is how i already do my broken walls, no concave.

nave
01-16-2007, 12:32 PM
I advise not to follow the mentioned Interlopers tutorial, for it too is unoptimized and less efficient than possible. To express this, I've made a blast-like shape as func_detail surrounded by standard brushes for a side-by-side comparison of each method.

http://img406.imageshack.us/img406/9293/wickitwrongdl6.th.gif (http://img406.imageshack.us/my.php?image=wickitwrongdl6.gif)

On the left, we have the previously mentioned method and on the right we have the optimized version.

-The tutorial boasts low brush count, but the game's engine, as well as any game engine to my knowledge, renders faces, but more specifically - it cuts quadrilaterals into triangular faces. Because of this, we can appropriately use that to our advantage and in this case, cut the number of rendered faces on the wall-surface in half, while not increasing the brush count.

-Triangles have less vertices (in my example, 36 vs 48), making work in the vertex editor more graceful. Also making concavity impossible on those faces.

-Another problem in the tutorial was that the Vis-blocking world geometry should abut the outtermost vertex of the func_detail, blocking as much vis as possible and eliminating another face and even more vertices.

Of course, maps can get away with unoptimized elements, but for an almost entirely destroyed city you probably want to avoid, like Someth|ngW|cked said, the newb tutorials found on Interlopers.

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