I wish there was something like a hint texture from Source 1 so you can cut generated cluster. I sometimes feel like it would really help hiding things from certain positions like I had in Source 1.
Call of duty had something like vis. When mapping I worked in 45-degree angles door to door and 90 degrees building to building. Only 45 degrees to the next area would be rendered. So when I mapped I would set square sections and make sure hallways and doors are staggered so you cannot see into 3 rooms but 2. This will tell COD not to render one of 3 rooms. So if you had 3 sections or say rooms 2 would show up but 3rd would not be drawn.
I have encountered problems with VIS on the Manison map. There the map has both an open type and a corridor type. I especially noticed that if you drag some object, the VIS starts to behave strangely... To reset my VIS, I deleted the LOS file, but for some reason it didn’t help))) In any case, I learned everything at random, but your videos help a lot, thank you very much PS Excuse my English, it’s not exactly practiced in Chechnya)))
Great editor, when it's working... Constant crashes, usually 1 second after maps are loaded or when manipulating with props... Currently no advise online helps with this issue...
i dont know why but i cant see the 3d skybox in playable space, when i noclip out of the playable space i can see it. im pretty sure its something about vis.
Is it better to manually remove faces that aren't visible or use nodraw like in Source 1? Are there any drawbacks to using nodraw, because I find it easier to manipulate brush-like geometry for quick iteration.
I'm trying to understand the difference between solid block light and just deleting a face, I use solid block lights around windowsills, but if there's two faces facing each other that the player doesn't see, I can just delete it?
Won't vis-hint tell vis where to render? Why do we still need to seal the map then? Cant you just shape the rooms with vis-hints? Or does vis-hint just tell vis to have custom settings like vis-resolution in a certain area?
Sorry for the off-topic question. I'm creating a map and am almost done. I want the map to always start with deathmatch mode. All entities "info_deathmatch_spawn" and "point_nav_walkable" were placed on the map. But when I start the map, the game will not allow me to choose any side, “all teams are full.” What did I miss?
@@josefmud161 info_deathmatch_spawn entities were located on the map in the amount of 16. The problem was solved when I put the map in the workshop for personal use, marked death match, and launched it in the game. But now there’s another problem, the bots don’t want to move, or rather, they don’t do it often and most of the time they stand there, occasionally moving when the player gets into their view, they don’t want to kill each other at all. This does not happen with the normal bomb planting mode. Also, the same message “[AI BT]: Unable to find team spawn (target team = 4)” is constantly written to the console when I launch my map through the workshop. And one more problem, for some reason the bots can see me perfectly through all the doors on the map. We need more information about creating maps in CS2, and even more information about solving common errors and mistakes created by beginners in mapping :)
I am shocked how much you know. Do you got any own projects you released? One question. Do you know if it is possible to use a .vanity.vmap without having to start cs2 in -insecure? I would love to create a customized vanity map for my clan but cs2 doesnt read the map without -insecure.
Thanks for teaching me about the new vis!
Sup LED?
Welcome!
I wish there was something like a hint texture from Source 1 so you can cut generated cluster. I sometimes feel like it would really help hiding things from certain positions like I had in Source 1.
S1 pain
Great video! Super helpful for understanding a seemingly complex concept like VIS
You're welcome!
Call of duty had something like vis. When mapping I worked in 45-degree angles door to door and 90 degrees building to building. Only 45 degrees to the next area would be rendered. So when I mapped I would set square sections and make sure hallways and doors are staggered so you cannot see into 3 rooms but 2. This will tell COD not to render one of 3 rooms. So if you had 3 sections or say rooms 2 would show up but 3rd would not be drawn.
Interesting to know thanks!
I think old cod games were based on the quake engine or something
insanely potent tutorial! thanks chimona
You're welcome!
6:48 So 'Not a Vis Contributor' just acts as func_detail from Source 1?
Yes it does the same thing
I have encountered problems with VIS on the Manison map. There the map has both an open type and a corridor type.
I especially noticed that if you drag some object, the VIS starts to behave strangely...
To reset my VIS, I deleted the LOS file, but for some reason it didn’t help)))
In any case, I learned everything at random, but your videos help a lot, thank you very much
PS Excuse my English, it’s not exactly practiced in Chechnya)))
дай Аллах вашему народу процветания. ты что карте для кс2 создаешь?
@@q.f3549 Баракаллох1, увлекаюсь)
Join our discord discord.gg/eagle-one and we can help you solve your issue!
@@q.f3549 Я думал я ответил, баракаллох1. Да, есть немного.
damn i made it to the end for now. hopefully more soon!
More to come!
This channel is so awesome!!
a vid on smart props would be so helpful
Coming up soon!
You are on fire man!
Thanks!
Valve 소프트웨어 엔지니어들 역시 대단하네요👍 비디오 튜토리얼도 항상 감사하게 보고 있어요
Great editor, when it's working... Constant crashes, usually 1 second after maps are loaded or when manipulating with props... Currently no advise online helps with this issue...
Join our discord discord.gg/eagle-one and we can help you solve your issue!
what is the command to check visleaves in cs2?
There is no visleaves in CS2
i dont know why but i cant see the 3d skybox in playable space, when i noclip out of the playable space i can see it. im pretty sure its something about vis.
Sounds like VIS
Is it better to manually remove faces that aren't visible or use nodraw like in Source 1?
Are there any drawbacks to using nodraw, because I find it easier to manipulate brush-like geometry for quick iteration.
Well, you are supposed to build 99% of geometry with quads, ans quads will not generate unecessary extra faces
Depends on the face if it will leak when deleted
I'm trying to understand the difference between solid block light and just deleting a face, I use solid block lights around windowsills, but if there's two faces facing each other that the player doesn't see, I can just delete it?
Yes you can delete
@@eagleonedevelopmentteam849 Thanks
Won't vis-hint tell vis where to render? Why do we still need to seal the map then? Cant you just shape the rooms with vis-hints?
Or does vis-hint just tell vis to have custom settings like vis-resolution in a certain area?
that will still create leaks... if ur map is not properly sealed... i feel like the vis in source 2 is inferior to source and golden source engine.
Dont rely on vis hints
How to get rid of the "please bake light maps" thing?
Join our discord discord.gg/eagle-one and we can help you solve your issue!
Hey Mr Eagle can you explain or make tutorials how to make model (props) on cs2? .mdl
Join our discord discord.gg/eagle-one and we can help you solve your issue!
Please do cubemaps for big open areas like rats maps or open maps D:
That will be coming up soon
Hey im looking for someone to make me a map👋
Join our discord discord.gg/eagle-one and we can help you solve your issue!
HERO!
Hello!
Sorry for the off-topic question. I'm creating a map and am almost done. I want the map to always start with deathmatch mode. All entities "info_deathmatch_spawn" and "point_nav_walkable" were placed on the map. But when I start the map, the game will not allow me to choose any side, “all teams are full.” What did I miss?
This happened to me, when I had 0 player spawns for T/CTs. Correct way explained in part 1 of this tutorial series. Hope it helps!
@@josefmud161 info_deathmatch_spawn entities were located on the map in the amount of 16. The problem was solved when I put the map in the workshop for personal use, marked death match, and launched it in the game. But now there’s another problem, the bots don’t want to move, or rather, they don’t do it often and most of the time they stand there, occasionally moving when the player gets into their view, they don’t want to kill each other at all. This does not happen with the normal bomb planting mode. Also, the same message “[AI BT]: Unable to find team spawn (target team = 4)” is constantly written to the console when I launch my map through the workshop. And one more problem, for some reason the bots can see me perfectly through all the doors on the map. We need more information about creating maps in CS2, and even more information about solving common errors and mistakes created by beginners in mapping :)
Glad you got it figured out! Join our discord discord.gg/eagle-one and we can help you solve your other issues!
I am shocked how much you know. Do you got any own projects you released?
One question. Do you know if it is possible to use a .vanity.vmap without having to start cs2 in -insecure?
I would love to create a customized vanity map for my clan but cs2 doesnt read the map without -insecure.
Maybe one day they will allow it because that really seems like a cool idea.
We've released multiple projects through HLA and S&box so S2 has been my one and only - thank you for your kind words!
time to take notes
Drink some water too