My Map Lags SO much !!
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Re: My Map Lags SO much !!
Posted by WatchDog on Fri Jan 21st at 3:38pm 2005


You know there is a good reason for vis taking hours on normal. Its not liek normal si just a fun option for those people who want to pass some time. Also are you using the noob leak fix method?




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Re: My Map Lags SO much !!
Posted by Dark|Killer on Sat Jan 22nd at 7:23am 2005


? quoting DrFrag
ProcessBlock_Thread: 0...1...2...3...4...5...6...Brush 70148: WARNING, microbrush
7...8...9...10 (3)

Well, you can delete brush 70148. Press Ctrl+Shift+G and enter the brush number, then delete it (or re-edit the offending part).

After that, replace the pictures in your third post with hyperlinks. Then perhaps someone will help you with the FindPortalSide compile errors. (I have no idea about them)

Thank you Dr.Frag, i found out the micro brush thing, it was a small torus in the cieling, very tiny, i dont know that this would make the map lag, i removed it, so ill check now if the lag is fewer now.

[addsig]




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Re: My Map Lags SO much !!
Posted by omegaslayer on Sat Jan 22nd at 7:32am 2005


You also have the areaportal problem, no wonder your map is crap, and never run anything on fast (unless its a testing something). You see when you run things on fast (either vis or RAD), then it doesn't calculate extra stuff needed to run the map efficiently. If your map takes 3-4hours to compile on vis, then you have A LOT of problems in your map! On a decent sized map it should take 10-15 minutes.

And when you add something and want to see if it works, use the cordon tool, and compile that area.

[addsig]




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Re: My Map Lags SO much !!
Posted by Guerilla on Sat Jan 22nd at 7:15pm 2005


you have more then just a torus to worry about, your vrad isnt even running, oad up your sdk and reset game configurations

make sure you seal under displacements with a nodraw textured brush, if you don't seal your displacements then the map still leaks, only its not reported to the compile log

cluster portal saw into cluster could be the result of a leak or bad brush, check the map for errors

alt+p

and please, compile with full vis and rad

use hitn brushes to split large leafs

mat_leafvis 1 in console, the red lines represent a leaf, when a leaf is too large, you can split it by using a brush textured skip, and 1 face on that brush textured as hint

good luck, and keep neat brushwork

i hope you didn't carve those broken windows!





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Re: My Map Lags SO much !!
Posted by Dark|Killer on Sat Jan 22nd at 7:46pm 2005


Yeh ok thanks dude, ill try it that later, but about the windows, what happens if i do carve them?? map lags? [addsig]



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Re: My Map Lags SO much !!
Posted by ReNo on Sat Jan 22nd at 10:35pm 2005


Read the carving vs. clipping tutorial for more info on why not to carve.
[addsig]




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Re: My Map Lags SO much !!
Posted by omegaslayer on Sat Jan 22nd at 10:46pm 2005


OMG MY HEAD HURTS!!!!!!!!!!!
[addsig]




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Re: My Map Lags SO much !!
Posted by Dark|Killer on Sun Jan 23rd at 7:59am 2005


? quoting ReNo
Read the carving vs. clipping tutorial for more info on why not to carve.

Lol, dont worry i read them all, and i know them well...But my map isnt getting less laggy, im going to explode...

[addsig]




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Re: My Map Lags SO much !!
Posted by chedaa on Tue Jan 25th at 5:05pm 2005


use hint brushes with areaportals to close areas. and add occluders too to avoid models renderring. be sure to not add too many dynamic lighting (spots). for optimiing my maps i spent a lot of time with mat_leaf and mat_wireframe .





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