emp_flat

Discussion in 'Mapping' started by Silk, Apr 4, 2009.

  1. -Mayama-

    -Mayama- MANLY MAN BITCH

    Messages:
    6,487
    Likes Received:
    0
    Trophy Points:
    0
    Theirs a parameter in the file that handles those sprites on your map.
     
  2. Chris0132'

    Chris0132' Developer

    Messages:
    9,482
    Likes Received:
    0
    Trophy Points:
    0
    There are parameters in several files in fact which handle detail sprites, which of 'the files' were you thinking of?
     
  3. Silk

    Silk Mapper

    Messages:
    3,147
    Likes Received:
    36
    Trophy Points:
    0
    My question exactly.
    I've looked through the detail.vbsp file but found nothing there.
    The valve wiki doesn't tell me much either, or it's somewhere completely different
     
  4. blizzerd

    blizzerd Member

    Messages:
    10,552
    Likes Received:
    60
    Trophy Points:
    0
    i dont think thats changeable... its something that is decided by your directX version as far as i am aware...
     
  5. arklansman

    arklansman Member

    Messages:
    5,365
    Likes Received:
    0
    Trophy Points:
    0
    cl_detaildist <large number>

    Put it in a cfg.
     
    Last edited: Apr 25, 2009
  6. Silk

    Silk Mapper

    Messages:
    3,147
    Likes Received:
    36
    Trophy Points:
    0
    And how do i link a cfg file with a map so it works for all who play it ?
    Thanks
     
  7. Brutos

    Brutos Administrator Staff Member Moderator

    Messages:
    3,385
    Likes Received:
    0
    Trophy Points:
    0
    cfg\maps\emp_<yourmapname>.cfg
    cl_detaildist 9001

    That might be a fps raep tho.
     
  8. DrummerX

    DrummerX Empires Tyrant

    Messages:
    1,193
    Likes Received:
    0
    Trophy Points:
    0
    We've played with client commands through .cfg files. They dont' work, you'll need the cexec sm_plugin to do so.
     
  9. Silk

    Silk Mapper

    Messages:
    3,147
    Likes Received:
    36
    Trophy Points:
    0
    I just tried it and it worked for me, not sure if it would work for others.
    So all i "should" do is distribute that cfg file together with all other map files and add it to the .res file and it "should" work ?

    Let's test
     
  10. blizzerd

    blizzerd Member

    Messages:
    10,552
    Likes Received:
    60
    Trophy Points:
    0
    interesting, i learned something new again :)
     
  11. -Mayama-

    -Mayama- MANLY MAN BITCH

    Messages:
    6,487
    Likes Received:
    0
    Trophy Points:
    0
    Finaly a map with grass sprites not poping up :)

    Edit:

    Make it 10000 so it is max viewdistance
     
  12. Silk

    Silk Mapper

    Messages:
    3,147
    Likes Received:
    36
    Trophy Points:
    0
    I've set it to a density of 64 with a view distance of 5000.
    5000 may look short, but ingame it seems to be more than enough, and when i tried it with 12,000 i lost 30% of my fps. Now i lose about 4%; it drops from 290 to 278 fps.

    I still have to test it on a real server using a .res file
    Marcin tested it on his server after unzipping all the files. He uses dx8.0 but he said the grass worked perfectly. So i'm only concerned that it might still not work for people connecting to a dedicated server.
     
  13. arklansman

    arklansman Member

    Messages:
    5,365
    Likes Received:
    0
    Trophy Points:
    0
    I'm trying to convince CoffeeBurrito or Kylegar to put in a slider somewhere in the options for cl_detaildist, but no luck so far. D:
     
  14. blizzerd

    blizzerd Member

    Messages:
    10,552
    Likes Received:
    60
    Trophy Points:
    0
    you are awesome
     
  15. -Mayama-

    -Mayama- MANLY MAN BITCH

    Messages:
    6,487
    Likes Received:
    0
    Trophy Points:
    0
    Dont boost his self esteem D: you are playing with powers you cant control D:
     
  16. Jessiah

    Jessiah Member

    Messages:
    2,947
    Likes Received:
    0
    Trophy Points:
    0
    Jessiah divides -Mayama- by zero
     
  17. Omneh

    Omneh Member

    Messages:
    1,726
    Likes Received:
    5
    Trophy Points:
    0
    Omni Balefires Jessiah
     
  18. TheAmethystDuke

    TheAmethystDuke Member

    Messages:
    375
    Likes Received:
    0
    Trophy Points:
    0
    And so the universe imploded...
     
  19. Silk

    Silk Mapper

    Messages:
    3,147
    Likes Received:
    36
    Trophy Points:
    0
    Two questions:

    - How much res does emp_canyon have?
    - Where should i place the resource points

    The orange parts will become cliffs as well
    Grey will be bridges and stuff
    Teams start in the middle on opposite sites of the middle cliff
    So where shall i put the refineries?
    Any other layout suggestion that adds upon the current layout (i won't remove anything currently planned)


    [​IMG]
     
  20. Mageknight

    Mageknight Member

    Messages:
    391
    Likes Received:
    0
    Trophy Points:
    0
    Oh, neat. One thing I could suggest is a large rock or cliff in the middle of the north-middle to break it up a bit, unless you intentionally want that to be a giant ranged battle/vehicle battlefield. Which is cool too, I guess.

    Refinery-wise, just think about the areas you want to be contest and put your refs there. You should have at least one by each starting base, of course. And you're probably going to want to have one on each of the south cliffs (to encourage fights there) and two north to balance that out. That makes a total of 6 on the field so far, so... 3 each. Hrm... Maybe add one to the southeast corner and one to the northwest corner (or the NE/SW). I think that might throw the balance off, though.

    Well, whatever you decide to do with it, I'm really digging it.
     

Share This Page