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Cubical prefab

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Created 11 years ago
by Deleted User
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  • n123q45
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n123q45
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(Actor not included(used as size comparrison))
Place to put it:
Spoiler: click to open...
root/map_source/prefabs/(you can add folders in her if you like if not just keep it in prefabs)

Description:
Spoiler: click to open...
A simple office cubical complete with a desk and a shelf. This is the height of a cubical in real life

How to use:
Spoiler: click to open...
Right click in the 2d view and hover over misc and click prefab then navagate to wher you put this prefab(or any other)
Last Edit: August 18, 2013, 08:06:23 pm by n123q45
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Great that you take time to make these prefabs, but take these tips to improve the quality of your upcoming prefabs:

Try to combine brushes!

(original)


(brushes combined)

Use the E and align them on the edge, to reduce brush sides. (on the top, only one side is hidden)


(now there are two sides hidden > better )

Always caulk all sides which can't be seen by the player(s) !


(caulked all non visible sides)

(I usually began by using the caulk texture only - then I textured all visible sides)
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  • n123q45
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n123q45
This user is deleted :(
Great that you take time to make these prefabs, but take these tips to improve the quality of your upcoming prefabs:

Try to combine brushes!

(original)


(brushes combined)

Use the E and align them on the edge, to reduce brush sides. (on the top, only one side is hidden)


(now there are two sides hidden > better )

Always caulk all sides which can't be seen by the player(s) !


(caulked all non visible sides)

(I usually began by using the caulk texture only - then I textured all visible sides)
sorry i thought it saved before it crashed(too much processes running)
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  • DeletedUser
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DeletedUser
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dont use noscorch textures
i think that the noscorch textures are acting like skytextures so when compiling you might get an error.
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Great that you take time to make these prefabs, but take these tips to improve the quality of your upcoming prefabs:

Try to combine brushes!

(original)


(brushes combined)

Use the E and align them on the edge, to reduce brush sides. (on the top, only one side is hidden)


(now there are two sides hidden > better )

Always caulk all sides which can't be seen by the player(s) !


(caulked all non visible sides)

(I usually began by using the caulk texture only - then I textured all visible sides)

How much of an effect does this have on the map?
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drago
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How much of an effect does this have on the map?

its a difference of a map with a 10-15 framerate without that optimization and a 60+ fps in a map that has been made with those things in mind
Last Edit: March 10, 2014, 01:37:37 am by jjbradman
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its a difference of a map with a 10-15 framerate without that optimization and a 60+ fps in a map that has been made with those things in mind

So it's definitely worth taking the time to optimize a map like this?
Last Edit: March 10, 2014, 07:05:16 am by MrCallumKing
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So it's definitely worth taking the time to optimize a map like this?

It depends on how big your map is going to be. If you make a not too detailled corridor/box map you won't really need it but if your map shall be bigger this will make a huge difference.
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Location: gbUnited Kingdom
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It depends on how big your map is going to be. If you make a not too detailled corridor/box map you won't really need it but if your map shall be bigger this will make a huge difference.

I think I'll get to work doing this then, thanks for the info!
Last Edit: March 10, 2014, 05:12:51 pm by MrCallumKing

 
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