Mapping question: sky box

Is it possible to raise sky box so high that rifle grenade could never hit it? I demand sky box free editions of all competition map so my alternative rifle tactics could finally work.


image: hedgehog-picture
Comments
26
Good boy :) Make mortar from rifle :)
would be too damn high
what sani said
just tell me the rifles you're gonna shoot and ill make some holes for u
basicly you want every map to be renewed
verre oostennnnnnnnnnnn!
if you want your fps to drop heavily we could do that, but it would break most maps's VIS layout
How about a new build of ET that would give mortar physics to riflenades? :PPppP

I imagine a modded server would be enough.
Parent
Why not just add a scope to the SMG and increase it's damage given? That's what I would do.
Parent
+ flashbang

+ money to buy weapon
Parent
thats the reason of low fpss on goldrush ?
Parent
no, there are can be many reasons for low fps on maps. Mostly their layout. Also the skybox is not necessarily the problem with disappearing grenades/rifles as you can already shoot across half of the map, eventhough there are skybox-brushes in their way
Parent
so let's make grush more flat!
Parent
its ok do it
Parent
About the vis layout thing. Would fps drop more if you would put one big caulk box around the map just for leak fixes?
Parent
I replied below... on my phone cba to retype
Parent
an extra box around a map will NOT improve FPS, it is only a cheap method to stop q3map2 from breaking at VIS-stage. The basic idea of the whole q3engines VIS system is that you only render what you could possibly see. Therefore you have to seal your map properly (box all around is NOT proper).
Okay ill fix the leaks another way and remove the caulk box zround. Thought mostly the fps is around 125stable so it wont matter that much i guess
Parent
basically you are supposed to caulk-seal your map right where the parts a spectator/player can see. By this and with a proper layout of your maps' parts/stages you achieve a much better fps count than with a random box around (that is not mapping^^). And only because you have stable fps when running around does not mean the majority of players have once its played on a 20slot public with heavy spamm ;)

use -debugportals at compile to generate all the vis-portals your static brushes create. Make EVERYTHING detail that is not a major wall or one of your caulk-hull brushes. I for myself usually make 99% of my brushwork detail and completely caulk-hull everything by hand to get the best possible vis-portals (its the most clean way aswell). By this you also easily avoid leaks ;)
Parent
True mate. But the only maps i do is converting et maps to rtcw and mt own tj maps. And basicly that already has good enough fps!

So guess i only need to specify what is what (detail or not). Im also glad the hint brushes are in there
Parent
I'm not sure if there are differences in ET & RTCW vis-mapping but for tj-maps you will want good fps. If its a c/p of normal map jumps with each in a seperate room the whole "box-around-map" will do the job (for every room obviously), just make everything you c/p detail and let the room-walls do their job. If it are gammajumps or so your VIS is screwed anyway :D
Parent
My maps got 125stable (tj maps) execpt for the last jump in homiejump2. Its a 100 platforms gammz jump with mountaIns around it lol :D you can find a vid on youtube. Takes 2min to complete the jump and is 7/8 in length of radiants max mappIng area (the grid)
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