Make things that are square in triangles. If its filled with objects like crates and cars ect, try removing them or turning them into entities. Increase the texture to X2, But for a big open map its will always be slow.
I ajusted the hight of travel of the water brush by streching the brush down + or - units untill it stopped at the hight I wanted. So now that I know what "Lip" is, I suppose that using that, it will solve my sir pocket problem.
I built my first HLDM (none sorce) map and need a bit of help. I have an area that floods (a brush of water move up) but it leaves a "hole" under the water brush that the player can swim down to and walk around.
What is the best way to fix this so there is no "air pocket" under the water wen it rises up?
2nd question: What is "Lip"? I have failed to find info on the proporties of "Lip". I would like to know what lip is and how it works in relation to water and doors.