Don’t have time to do a big write up right now as I’m working as hard as I can to get this damn project finished. I’ve created a thread for OaR Uncut/Expanded, please keep all discussion to do with OaR over there now. If it’s in here, it detracts from my ability to read useful feedback about ST Uncut.
And thanks to those of you who posted propper, it’s an amazing utility for me, actually. I haven’t made full use of it yet (as I’ve already mostly worked around the problems when I didn’t know about it), but I can see it being INCREDIBLY useful for OaR Uncut. I’ve already used it to optimize C2A5H a bit (I’ve converted lots of the beams on the map from func_details to models - this is much cheaper to render as it only has to load the beam into the memory once and render it again and again, whereas with a func_detail the game treats them as a unique object every time). So thanks. I wouldn’t have known about it otherwise. Unfortunately it’s doing little to solve the quantization errors on the furnace, as those micro-gaps seem to be being created by VBSP during the compile process, and propper simply taps into this compile process. Annoying. I’m trying out a few workarounds now. Trying to make the lathed sections of the furnace models with the rest of it being func_detail.
Due to all these changes I’m making for the final, I’ve decided against my previous judgement - to have an RC3. HOWEVER, it will be VERY different to previous RCs, in that I will be releasing the final, 100% complete version 1 - 2 days after. It’s a final chance to clear out anything that’s bothering people. However, it is different in that having reams and reams of feedback for this version will not be useful in the slightest. It’s just for picking up on small, easy to fix errors before I ship the final. RC3 should be ready this evening/tommorowish. I would ask that feedback for RC3 be kept to a very concise standard, only dealing with simple things, and I would also ask that the turnaround for feedback be very quick. I would appreciate both those things. I’m now determined, after a week of illness, to get this finished so I can start OaR Uncut.
EDIT: Oh and Conti, just so you know, the railings being “uneven” as you call it, is unfixable. There are hardly any railing models which the BM team uses, so where you have nonstandard heights/lengths you have to combine them and make them overlap. That’s just a byproduct of that. It’s livable. Using the curved ends has solved some of the weirdness on the ramp, but I can’t do much elsewhere, sadly. The BM Team had the luxury of having modellers who could model railings for entire rooms for them, they didn’t have to use existing ones like I do. It’s how the big studios seem to do it, Valve operate in much the same way too. They have a few (4 or 5) generic railing models, and all other railings are modelled for entire rooms (for example, on the stairwell on cs_office, ALL the railings for the stairwell are a single model). I can’t do it.
EDIT 2: Oh, one other thing for you Conti: the ladder type you’re advocating can’t be used there, as it’s supposed to be connected to a wall. That’s why I didn’t use it. It has connectors to it which are supposed to connect to a wall, and if you have it free-floating like the two ladders you pointed out are, it ends up looking mighty strange.



