Ok i read all the time on pretty much every mapping site that you should never put one huge box around your level as the skybox. However, i really can't see any other way to do it for an empires map. Is this a rule that we just have to break given the nature of the mod ? and does cutting my big box into chunks help with optimisation ?
and for the commander view so yes, i'd say for empires you'll have to break that rule edit: Since 2.2 you can use the viscluster entity to increase compile speed btw
Yes, you break it. Although you should also put a hint plane where you would normally put the skybox because that will give you most of the optimisation benefits.
Thought so, just wanted to check anyway. Thx for the other optimisation hints too EDIT: On a related note, does this mean that pretty much every brush in my map can now become a func_detail seeing as none of it needs to seal the map ?
The no big skybox rule really only applies to brushwork maps, like StreetsofFire or District402. If you wrap such a map in a skybox, you get this zone that's outside of the map, which players could end up getting stuck in, or exploiting to their advantage, or just screwing up your compile time. With an outdoor map composed mainly of displacements, like Duststorm, you really don't have much choice. You've still got zones behind/beneath displacements, but that always happens with displacements. The most you can do about that is to put a trigger_hurt to kill anyone who goes there. If you're making a Duststorm-ish map, then every brush in your map should become a func_detail.
Depends on the layout of your map. You should try to plan it so that visibility is limited (cliffs in canyon and isle, buildings in urbanchaos and streetsoffire). This is very important. But like i said it depends on the map you're making. Most empires maps mainly consist of displacements, so they'll need nodraw brushes underneath them to block visibility. But if your map has large constructions, or small buildings in key locations blocking view, they should not be func_detailed.
Thankyou for that very helpful comment. I of course meant every brush that can be tied to func_detail, i know my displacements aren't going to be etc etc I knew i should have specified that when i asked the question really. Thankyou silk and demented, that is the answer i was looking for
People have gotten really short tempered with new people that ask mapping questions for some reason.... (read the emp_europe thread) Sorry bout that
Just wanted to be sure. If you don't know how skilled someone is (on the internet you rarely know), you can either say too much or not enough. If i have time i tend to say too much to be sure. If i'm lazy at the time, i don't even answer.
And i'm not even new! i was here and active two forums ago, and if people don't understand that statement then they are the new ones. :p
Is there a risk of that in an urban map like District if I use a single hollowed skybox (1 brush, hollowed) versus a big skybox that is actually 6 brushes (6 faces of a box)? I'm trying to to such an urban map, and I'd also like some arty firing positions in it as well. If I have to break up the sky box into multiple sections, do I need to have one whole section that encloses the fire path of the arty shell?