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Sernix Coop Insurgency SCINS
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Sernix Coop Insurgency SCINS
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所有讨论 > User Creations > 主题详情
Ol' Sport 2017 年 3 月 12 日 下午 3:02
WIP:MAP: Traffico - Checkpoint - City Theme
Been starting work on my first Insurgency Checkpoint Map. I've fooled around with hammer before but this time it's time to swing it! Anyhow, been working on this map below; Traffico. It is going to be a city map and as the name refers have a lot of traffic. Expect to see multiple storied buildings, up to 4 stories tall not counting roofs. The roadways connecting buildings will be cluttered with cars as if something apocalyptic happened, mostly to slow down gameplay a tad. Also adding destructible cars. There will be sewers, note the raised ground. Expect 8-12 capture zones.

Here are some pictures on the project just started a day ago. Currently working on making buildings I can later switch out and copy-paste where needed to fill out quicker. Minimum amount of building types, 12.

3/12/17
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=882553940
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=882554184
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=882554074

3/13/17
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=883175427
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=883175361
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=883175239
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=883175138



Working on it a few hours everyday. When working on it if interested in seeing progress can find it hosted here: https://www.twitch.tv/friskythatslydingo

Anyways, let me know what you think! If you have any ideas or suggestions let me know.
- Bruce
最后由 Ol' Sport 编辑于; 2017 年 3 月 13 日 下午 3:43
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Nimbus 2017 年 3 月 12 日 下午 4:49 
Re-enacting the Heat shootout. ;)

Did you use the sdk coop map as a base?

Funny, I'm trying my hand at a few map ideas too. Slow going at the moment, but trying to pick up the pace. Used to play around with it when it was still called worldcraft...
Might do some conversions from Rainbow Six Ravenshield maps I like. Another one I've started on is an adaption from a Red Orchestra map.
Ol' Sport 2017 年 3 月 12 日 下午 5:27 
Will have to post a pic on your progress. Always interested to see.
Yes, I used the base sdk coop map as base.
1 share = 1 prayer 2017 年 3 月 12 日 下午 5:33 
I'm not sure if you already know these techniques, helps to save fps:

https://developer.valvesoftware.com/wiki/Visibility_optimization
Daimyo 2017 年 3 月 13 日 上午 11:46 
Nice to see you're working on a map.

If its an open map with tons of props, it may bring down FPS eventually. It just depends but if you need help optimizing frame rate, let me know. I have experience with making unoptimized open maps and some good techniques to mitigate frame drop.

Also remember your finale enemy spawns are the 3rd to last spawns. So in the sdk_map if the final spawnzone is spawnzone 7, your finale spawns are spawnzone 5.
最后由 Daimyo 编辑于; 2017 年 3 月 13 日 上午 11:48
Ol' Sport 2017 年 3 月 13 日 下午 3:46 
It's hard to imagine the models with a lot of polys, its hammer, I guess the fps drop is a hammer engine problem. Will look into it before I move on. And I might just keep the 5 default checkpoints and throw in enemy caches that need to get blown too. Any idea on a good wall thickness?
最后由 Ol' Sport 编辑于; 2017 年 3 月 13 日 下午 3:51
Nimbus 2017 年 3 月 13 日 下午 4:23 
16 or more. Otherwise they're like paper.
Daimyo 2017 年 3 月 15 日 上午 11:58 
引用自 Bruce Willis
It's hard to imagine the models with a lot of polys, its hammer, I guess the fps drop is a hammer engine problem. Will look into it before I move on. And I might just keep the 5 default checkpoints and throw in enemy caches that need to get blown too. Any idea on a good wall thickness?


Material matters. Metal vs wood etc.

16 units = 1 foot (real world)
52.46 units = 1 meter (real world)

Plants/Trees = prop_foliage
Vehicles/Cars sometimes need block LOS brushes. Test to see if bots shoot through them. You can also try to make them prop_vehicles? Maybe the bots will register them then.


Nav mesh is very important in how the bots will work. After you nav_generate youll have to fix it up. My navedit.cfg: https://www.dropbox.com/s/eqv2ta370xv4wvs/navedit.cfg?dl=0

Put in cfg folder and exec navedit.cfg (backup your default.cfg and rename it to bruce.cfg or something).

So to edit navmesh: console >> exec navedit.cfg

to play INS normally >> exec bruce.cfg
最后由 Daimyo 编辑于; 2017 年 3 月 15 日 下午 12:03
Ol' Sport 2017 年 3 月 15 日 下午 4:05 
Having a issue when trying to test launch:
---- Host_NewGame ----
Execing config: game.cfg
sv_pure_default set to: 1
m_face->glyph->bitmap.width is 0 for ch:32 Orator Std
Adjusting game mode checkpoint.
game mode = checkpoint
map =
already loading = true
Dynamic models purged.
Dynamic models purged.
Compact freed 512000 bytes
Compact freed 135168 bytes
Bad convar found in gpu_level - mat_depthfeather_enable
_rt_Scope created with 1440 x 1440 dimensions.
"materials/maps/traffico/c1536_0_-960.vtf": can't be found on disk
Texture 'maps/traffico/c1536_0_-960' not found.
"materials/maps/traffico/cubemapdefault.vtf": can't be found on disk
Texture 'maps/traffico/cubemapdefault' not found.
Failed, using default cubemap 'engine/defaultcubemap'
Host_EndGame: Map coordinate extents are too large!!
Check for errors!

CreateEvent: event 'cs_game_disconnected' not registered.
Stopping All Sounds...
Dynamic models purged.
No such variable "$detailroughnessinvertmix" for material "models/player/attachments/ins_attachments_color"
No such variable "$detailroughnessmultiplier" for material "models/player/attachments/ins_attachments_color"
No such variable "$detailroughnessblendfactor" for material "models/player/attachments/ins_attachments_color"
No such variable "$detailroughnessinvertmix" for material "models/player/ins_medium/ins_medium_color"
No such variable "$detailroughnessmultiplier" for material "models/player/ins_medium/ins_medium_color"
No such variable "$detailroughnessblendfactor" for material "models/player/ins_medium/ins_medium_color"
No such variable "$detailroughnessinvertmix" for material "models/player/ins_heavy/ins_heavy_color"
No such variable "$detailroughnessmultiplier" for material "models/player/ins_heavy/ins_heavy_color"
No such variable "$detailroughnessblendfactor" for material "models/player/ins_heavy/ins_heavy_color"
No such variable "$detailroughnessinvertmix" for material "models/player/ins_medium/ins_medium_armor_color"
No such variable "$detailroughnessmultiplier" for material "models/player/ins_medium/ins_medium_armor_color"
No such variable "$detailroughnessblendfactor" for material "models/player/ins_medium/ins_medium_armor_color"
characters/insurgent_standard.mdl : material "models/player/ins_light/player_flesh" not found.
characters/insurgent_standard.mdl : material "models/player/ins_heavy/player_flesh" not found.
characters/insurgent_standard.mdl : material "models/player/ins_medium/player_flesh" not found.
characters/insurgent_standard.mdl : material "models/player/attachments/player_flesh" not found.
Suppressing window open after loading progress end.
Failed to load resource/layout/htmlfindbar.layout
Didn't find Active Steam Controller to Load Menu Controls
PlayerLocal::Steam_OnUserStatsReceived... (1.35 sec since request)
User0 stats retrieved.
Execing config: config.cfg
cc_lang =
PlayerLocal::Steam_OnUserStatsReceived... (0.00 sec since request)
User0 stats retrieved.
Execing config: config.cfg
cc_lang =
m_face->glyph->bitmap.width is 0 for ch:32 Orator Std
m_face->glyph->bitmap.width is 0 for ch:32 Foundation Sans
material "vgui/../vgui/maps/menu_thumb_default" not found.
--- Missing Vgui material vgui/..\vgui\maps\menu_thumb_default
material "vgui/../vgui/maps/menu_thumb_default_download" not found.
--- Missing Vgui material vgui/..\vgui\maps\menu_thumb_default_download
CCrashHandler - Attached and ready. (in-process)


Any ideas what's going on, was launching fine yesterday before i added the park and condo's today - Bruce
Daimyo 2017 年 3 月 17 日 下午 6:58 
Can always deselect entties/brushes etc. then compile.. on right >> expand AUTO >> Deselect entities or brushes etc. >> compile


Map may be broken but if it doesnt crash you determined one of those objects caused crash. Also if its really bad, use the cordon tool, section of portions of map >> compile >> load map >> no crash?

Dont be too ambitious, dont use cutting tool, any very small brushes/small brushes >> func_detail.
最后由 Daimyo 编辑于; 2017 年 3 月 17 日 下午 6:59
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所有讨论 > User Creations > 主题详情