After a freak accident with the experimental quass cannon a tremor struck the foundation of the black mesa weapon research building. Stripping the color out of the very fabric of reality. It also stripped the minds of all within blast. Now only insanity and violence remain.
hey someone let me email you my rmf for what i have of my map so far and compile it using hint brushes. and see if it works than send me the rmf back. wanna get this down pat of where in my map they should be correctly placed. i want as low as r_speeds as possiable.
i have em but not sure if i placed em correctly.
only getting one bad spot and thats at the top of the elevator shaft looking near the entrance where the screen in knocked out.
Ask KFS for the full account :smile: The most useful one I know of is to drastically cut VIS times by covering a complex world brush with a HINT brush. Effectively this removes it from the VIS calculations. Of course, you could just use a func_wall, but there are some disadvantages to that.
That won't help the r_speeds in the slightest, but it could make a huge difference in compile times.
Posted by mrnatural on
Wed May 5th 2004 at 12:32pm
[Author]
yeah...its actually look out from it. see my new pics.
thank you again.
Posted by Forceflow on
Wed May 5th 2004 at 12:17pm
Looking good ... rooms still look a bit blocky, but good architecture overall and texturing's good too.
Posted by scary_jeff on
Wed May 5th 2004 at 9:32am
If its an elevator shaft, and youre standing in a corner looking at the entire thing, 1060 is qute good. Just keep in mind that people who have to use software mode (theres not many) have a limit of 800, above that and the engine drops polygons.
Posted by mrnatural on
Wed May 5th 2004 at 12:09am
[Author]
right....i always try to keep r_speeds in mind. i agree. 700 to 800 its all around. just my elevator shaft is kinda high. 1060 some.
but i gotta keep that...too damn fun. lol.
played around with hint brushes years ago and its without a doubt the engine drawing too much before its seen.
i dont know how you guys do r_speed checks but i stand in the farthest areas and try to get as many brushes as i can on screen. taking into account the engine dynamics.
can wait till half-life 2...that lod engine is gonna rock.
oh and its a lab thats new that got hit by a shock wave. the blue is gonna be a very predominant theme. well it could change. hahaha