I am noob. What are you planning on doing with this map?
The room that I've been uploading videos about will be copy-pasted in order to form the apartment block. After that I'll change the textures on the walls and try to make each apartment unique; adding props and other fine detailing work.
Overall, this apartment complex will be part of a "fishing village" taken over by the Combine. The map itself will be focused around the "fishing" gamemode.
I say gamemode, but it's written entirely using map logic, so realistically you could have a gamemode AND still fish. I guess it's more of a minigame at that point. Nobody knows who wrote the map logic for the fishing gamem, but me and a friend think they were japanese (due to the names of the entities; hari, sao, etc.)
From what I have read this is the map editor for SOURCE based games. The thing I saw showed Half Life. Which was based on the Quake engine.
Yep, yep. You bet.
The Quake engine maps were based on using Binary Space Partitioning (BSP). Hammer appears to use BSP also. Quake used the term BRUSH also as a 3D convex object. I seem to recall a brush was needed for the BSP to work correctly. This let the engine divide up all object faces as in front or behind a plane (face). Somehow you can then draw each face in front to back order which greatly sped up rendering in the old days, since most things would fail the Z buffer test and not be rendered fully.
In addition to this (or perhaps, instead of this? Not sure) Valve added VVIS (I think it stands for valve visibility engine or something). While you compile the map, it splits the world into "visleaves", the dimensions of which are determined by the contours of world brushes.
The application then determines which leaves can see each other (or may potentially see each other), and then this information is baked into the map. Leaves which can see each other or can possibly see each other are drawn. Anything else isn't. There are other ways to tweak visibility and object culling but that's how VIS works to the best of my knowledge.
I believe the BSP was also used for object collision. Modern games again have way too many faces to attempt clipping. So there are usually invisible collision objects created that surround a very dense 3D object.
For map geometry yes. However, physics objects do use simple collision boxes in Source. That's all I know about that.
Pretty cool Don. I am impressed.
Thanks man
