CS2 Mapping Academy #10 - VIS Optimization (Counter Strike 2)

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  • เผยแพร่เมื่อ 16 มิ.ย. 2024
  • VIS is one of the most important facets of Source 2 level design. Learning how the engine optimizes your maps is important so that everyone can enjoy it! Learn how to take control of VIS in this tutorial!
    Whether you are coming over from Source 1 or looking to begin your journey into level design, this tutorial is designed to teach you the skills you need in Source 2 Hammer. Even if you are familiar with using the tools, this guide will give insight into secrets and techniques to help improve your workflow!
    Please visit our discord for all your Source 2 needs:
    / discord
    0:00 Introduction
    0:30 How it works
    1:15 Why its important
    1:40 How it affects framerates
    1:59 Depecreated Source 1 VIS
    2:25 Myths about S2 Leaks
    3:00 VIS in the 3D Skybox
    3:26 Large Open Environments
    3:50 VIS 3.0 vs VIS 2.0
    4:21 VIS Settings
    4:30 Full Visibility Solve
    4:53 Test Map Open Space
    5:10 Disabled
    5:27 Partitioned Solve
    5:42 Building Meshes
    6:03 Visibility Contributor
    6:20 VIS occluders
    6:47 Not a VIS Contributor
    7:26 Tool Materials
    7:40 No Draw
    8:14 Sky Box
    8:51 Solid Block Light
    9:17 Visibility Hint
    9:39 Loading VIS
    9:58 Interpreting VIS
    10:30 Detecting a Leak
    10:57 Example Level
    11:12 Outro
    Download the .vmap example here!
    drive.google.com/file/d/1LeTL...
    Special thanks to:
    Gkaf - / gunnarkafel
    Titles and Transitions by: / zarthbenn
  • เกม

ความคิดเห็น • 62

  • @LEDs
    @LEDs 6 หลายเดือนก่อน +12

    Thanks for teaching me about the new vis!

  • @TEK-
    @TEK- 6 หลายเดือนก่อน

    Great video! Super helpful for understanding a seemingly complex concept like VIS

  • @Irregular4.2
    @Irregular4.2 6 หลายเดือนก่อน

    insanely potent tutorial! thanks chimona

  • @saccharine997
    @saccharine997 6 หลายเดือนก่อน

    This channel is so awesome!!

  • @ndstrlsm
    @ndstrlsm 6 หลายเดือนก่อน

    You are on fire man!

  • @BlackBlur888
    @BlackBlur888 6 หลายเดือนก่อน

    damn i made it to the end for now. hopefully more soon!

  • @lampenpam
    @lampenpam 6 หลายเดือนก่อน +3

    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.

  • @xanacitytoronto
    @xanacitytoronto 6 หลายเดือนก่อน

    time to take notes

  • @gereral1_jackofalltrades
    @gereral1_jackofalltrades 4 หลายเดือนก่อน +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.

  • @thewaterwasfine
    @thewaterwasfine 5 หลายเดือนก่อน

    a vid on smart props would be so helpful

  • @iceW00LF
    @iceW00LF 6 หลายเดือนก่อน +2

    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)))

    • @q.f3549
      @q.f3549 4 หลายเดือนก่อน

      дай Аллах вашему народу процветания. ты что карте для кс2 создаешь?

    • @iceW00LF
      @iceW00LF 4 หลายเดือนก่อน

      @@q.f3549 Баракаллох1, увлекаюсь)

    • @eagleonedevelopmentteam849
      @eagleonedevelopmentteam849  4 หลายเดือนก่อน

      Join our discord discord.gg/eagle-one and we can help you solve your issue!

    • @iceW00LF
      @iceW00LF 4 หลายเดือนก่อน

      @@q.f3549 Я думал я ответил, баракаллох1. Да, есть немного.

  • @elecmagnetic
    @elecmagnetic 6 หลายเดือนก่อน +2

    6:48 So 'Not a Vis Contributor' just acts as func_detail from Source 1?

  • @melc311
    @melc311 6 หลายเดือนก่อน

    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.

    • @gustavohab
      @gustavohab 6 หลายเดือนก่อน +1

      Well, you are supposed to build 99% of geometry with quads, ans quads will not generate unecessary extra faces

    • @eagleonedevelopmentteam849
      @eagleonedevelopmentteam849  4 หลายเดือนก่อน

      Depends on the face if it will leak when deleted

  • @upzerg
    @upzerg 6 หลายเดือนก่อน

    Valve 소프트웨어 엔지니어들 역시 대단하네요👍 비디오 튜토리얼도 항상 감사하게 보고 있어요

  • @o74769
    @o74769 6 หลายเดือนก่อน +1

    what is the command to check visleaves in cs2?

  • @thatcipher
    @thatcipher 6 หลายเดือนก่อน

    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?

    • @o74769
      @o74769 6 หลายเดือนก่อน

      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.

    • @eagleonedevelopmentteam849
      @eagleonedevelopmentteam849  4 หลายเดือนก่อน

      Dont rely on vis hints

  • @stigler.
    @stigler. 6 หลายเดือนก่อน

    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.

  • @Drewstir68
    @Drewstir68 2 หลายเดือนก่อน

    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?

  • @ranchorelaxo420
    @ranchorelaxo420 6 หลายเดือนก่อน

    Please do cubemaps for big open areas like rats maps or open maps D:

  • @kantulfc7468
    @kantulfc7468 6 หลายเดือนก่อน

    Hey Mr Eagle can you explain or make tutorials how to make model (props) on cs2? .mdl

    • @eagleonedevelopmentteam849
      @eagleonedevelopmentteam849  4 หลายเดือนก่อน

      Join our discord discord.gg/eagle-one and we can help you solve your issue!

  • @josefmud161
    @josefmud161 6 หลายเดือนก่อน

    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...

    • @eagleonedevelopmentteam849
      @eagleonedevelopmentteam849  4 หลายเดือนก่อน

      Join our discord discord.gg/eagle-one and we can help you solve your issue!

  • @dubianerreviews5381
    @dubianerreviews5381 6 หลายเดือนก่อน

    HERO!

  • @rettor7793
    @rettor7793 6 หลายเดือนก่อน

    How to get rid of the "please bake light maps" thing?

    • @eagleonedevelopmentteam849
      @eagleonedevelopmentteam849  4 หลายเดือนก่อน

      Join our discord discord.gg/eagle-one and we can help you solve your issue!

  • @PhantoxArts
    @PhantoxArts 6 หลายเดือนก่อน

    Hey im looking for someone to make me a map👋

    • @eagleonedevelopmentteam849
      @eagleonedevelopmentteam849  4 หลายเดือนก่อน

      Join our discord discord.gg/eagle-one and we can help you solve your issue!

  • @Saveliyko
    @Saveliyko 6 หลายเดือนก่อน

    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
      @josefmud161 6 หลายเดือนก่อน

      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!

    • @Saveliyko
      @Saveliyko 6 หลายเดือนก่อน

      @@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 :)

    • @eagleonedevelopmentteam849
      @eagleonedevelopmentteam849  4 หลายเดือนก่อน

      Glad you got it figured out! Join our discord discord.gg/eagle-one and we can help you solve your other issues!

  • @KalkuehlGaming
    @KalkuehlGaming 6 หลายเดือนก่อน

    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.

    • @mythicalgod
      @mythicalgod 6 หลายเดือนก่อน

      Maybe one day they will allow it because that really seems like a cool idea.

    • @eagleonedevelopmentteam849
      @eagleonedevelopmentteam849  4 หลายเดือนก่อน +1

      We've released multiple projects through HLA and S&box so S2 has been my one and only - thank you for your kind words!