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Beta / In-Progress Maps / Re: New Map: Brozmap (xbmap1 remake)
« Last post by jitspoe on January 17, 2026, 09:18:35 PM »
Yeah... don't trust chatgpt.  You should only make things detail that won't have any chance of blocking line of sight.  Things like the wooden frames on the bunkers and such.  The only thing the detail flag really does is speed up vis times.  If you're using the ericw tools, it seems -nodetail actually just disables the detail flag and -omitdetail removes the detail brushes.  Since you're in BSP, though, you can just do group|omit detail to see what's detailed.  I'd suggest this:

- Select everything (~ key)
- Press the [-Det] button to remove all the details.
- Explicitly select the frame brushes and such and press [+Det] to add detail to those.

I tried compiling with -omitdetail and huge chunks of map are missing that should be blocking line of sight like the terrain, and there's even an open gap to the outside here which is probably why vis'd so poorly.
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Beta / In-Progress Maps / Re: New Map: Brozmap (xbmap1 remake)
« Last post by MyeRs on January 17, 2026, 11:09:24 AM »
You still have a bunch of stuff visible through these walls.  You sure you don't have the detail flag on them set?  Even without hint brushes or any fancy stuff like that, these areas still shouldn't be visible.

I believe you can compile the map with -nodetail to hide all the detail brushes and make it apparent what's hidden that should be blocking vis.  Also, if you're using BSP, you can do Group | Omit detail to hide all the detail brushes and see if there's any gaps or missing walls allowing line of sight.  Sadly, I don't think there's anything like this in Trenchbroom.

I use BSP.

I originally had everything set to detail except outer edges of the map because chatgpt told me to... and then I selected all walls and checked detail box and then "remove contents". I assumed it worked because it r_speeds were down by 500-1000 in most spots. I also used hint brushes along those walls as one of my trying methods to reduce r_speeds....

I'll try compiling with -nodetail or group/omit detail to see what I'm doing wrong.
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Beta / In-Progress Maps / Re: New Map: Brozmap (xbmap1 remake)
« Last post by jitspoe on January 17, 2026, 04:57:35 AM »
You still have a bunch of stuff visible through these walls.  You sure you don't have the detail flag on them set?  Even without hint brushes or any fancy stuff like that, these areas still shouldn't be visible.

I believe you can compile the map with -nodetail to hide all the detail brushes and make it apparent what's hidden that should be blocking vis.  Also, if you're using BSP, you can do Group | Omit detail to hide all the detail brushes and see if there's any gaps or missing walls allowing line of sight.  Sadly, I don't think there's anything like this in Trenchbroom.
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Mapping / Re: Making gl_showtris work for transparent surfaces (testing attachments)
« Last post by jitspoe on January 17, 2026, 02:57:05 AM »
You just have to account for having limited visibility around water so you're not showing too much at any given time.
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Clans, Matches, and Tournaments / Re: ::::: College Court :::::
« Last post by Tini on January 16, 2026, 02:07:39 AM »
COME BACK FOR AN ACTUAL REVIVAL as we have, again revived the game - will CC or ER33T answer the call
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PBCup / Re: PBCup Summer 2009 Maplist : Maplist is Set
« Last post by Tini on January 16, 2026, 01:51:03 AM »
In rettrospective, having pbcup_sanctuary as a torunament map was criminal, what a boring map to play on
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Mapping / Re: Making gl_showtris work for transparent surfaces (testing attachments)
« Last post by Tini on January 16, 2026, 12:49:04 AM »
welp there goes the idea of my next map having a moat around the bases :(
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Beta / In-Progress Maps / Re: New Map: Brozmap (xbmap1 remake)
« Last post by MyeRs on January 15, 2026, 07:19:54 PM »
Beta 2 attached.

Not a huge update:
1) Ladder to flag added
2) Fixed most of the alignments on woods
3) Lowered R_Speeds (still learning how to reduce more, but got to point where nobody was having FPS issue in play tests)
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Beta / In-Progress Maps / Re: New Map: Wasteland
« Last post by Tini on January 15, 2026, 06:37:41 PM »
updated version of the map is b4
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Beta / In-Progress Maps / Re: New Map: Wasteland
« Last post by Tini on January 15, 2026, 05:52:13 PM »
Screenshots
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