Re: map optimization qeustion
Posted by Orpheus on
Sun Mar 4th 2007 at 1:25pm
Orpheus
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[edited out
The best things in life, aren't things.
Re: map optimization qeustion
Posted by Orpheus on
Sun Mar 4th 2007 at 3:31pm
Orpheus
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puts on thinking cap
Lets see, if it were me guessing I'd say its one of two things.
1) You are using the wrong command, and its not giving you the accurate information.. IE GL_Wireframe 1 or GL_Wireframe 2 in HL1.
2) Even thought the wall is solid, its not tall enough to block off the complete view. (Not yours, the engines view)
The best things in life, aren't things.
Re: map optimization qeustion
Posted by Jacfu on
Sun Mar 4th 2007 at 4:07pm
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Thanks for the info guys. I also thought that somehow I made those brushes func_details, but they are solid world brushes. I'll check out that second link in more detail and try the GL_Wireframe 1 command too.
Re: map optimization qeustion
Posted by Orpheus on
Sun Mar 4th 2007 at 4:29pm
Orpheus
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Well since reaper said sorta the same as me, perhaps I ain't to far off the mark.
The best things in life, aren't things.
Re: map optimization qeustion
Posted by Jacfu on
Sun Mar 4th 2007 at 8:39pm
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Yeah, that "BSP" tut is very informative. I realize now that it's better to plan your map with bsp in mind - trying to fix everything at nr.99 wastes time.
I added hint brushes finally and got vvis down from 1min44 to 1min09 -
and vrad from 7min22 to 6min. :kitty: It's not a lot though ( framerates only slightly better ) so I better do some more reading to try and figure out what the hell I'm doing. Thanks for the help all! :smile:
btw, I updated the link to the map.