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> tips on reducing r_speeds
Ram1
Posted: December 14, 2004 06:46 am
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Rotten Meat


Group: Members
Posts: 12

Joined: December 05, 2004



wen maping many thing have dirrect impact on the way your map will run in game.

here's a couple of thing i do to help keep the counts down.

1- wen building your map use only the (null) texture for making your map, once a room is done or a section of the map, on the viewable sides apply your textures with the (texture_application function) that way only the side seen by the player will have textures applied.

2- if your using complex brushs at areas with little light, alway make them as func_wall note:(func_wall will not cast any shadows), and do not turn a complete section of your map has func_wall either or this will incress you r_speeds since, vis will see right threw that section.

3-wen adding furniture, and other objects in your map (if possible) leave one unit from floor or wall, or use a func_wall to devide both brushs this will help reduce face splitting.

4-hint brushs wen properly set will help alot, same thing here the best way i found to set a hint brush is making sure your brush is 1 unit off all sides, if not, instead of helping it could be worst.

5-water is nice, water is fun, but func_water can really screw up your map if your intending on having a large quantity of it, use world water as an alternative, the textures start with (!).

6-limit your carving, this tool though sometimes handy if not used proprely will give you coplanar face errors, and most of the times higher brush counts then just cliping your desired hole, if your going to use the carving function, make sure to hide the brushs that are in contact with the one you are going to carve.

7-most important wen new at mapping do not look at the vertex manipulation function, put a tape over it, this one will make you rip your hair off, BEFORE using this function READ READ READ tutorials!! because if your new to it, you can be sure at 99% that your map will be flooding with compiling errors: leaf portal, coplanar, plane with no normal, out of world, you name it you'll have it. so i suggest for starting..use more brushs, and cliping tool until you master the vertex young padawan.

8- use smaller areas try to not to create a open (void-like-map), the hl engine doesn't handle these very well keep your sections as small as possible, if not, then limit it's content, slow down on the details, or you'll end up with a 4000+ w_poly count, and ppl will end up running it at 5 frames per second.

that's about all i can think about for now.

if you have helpfull tips to add, feal free to post them, it's alway good to see new tricks.


Ram1.
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