Mapping help. jaggy map Created 12 years ago2012-03-05 17:46:28 UTC by Crisislord0 Crisislord0

Created 12 years ago2012-03-05 17:46:28 UTC by Crisislord0 Crisislord0

Posted 12 years ago2012-03-05 22:09:14 UTC Post #303983
Hi everyone i am new here and for the couple of days i was looking for some tutorial until i got here.Its amazing how tuts are very detailed.
Anyways
So the map is simple. concept terrorist gets a lot of health but there is only 2 of them and cts have to kill them by all mean. Terro of course is not allowed to use guns.
MY problem:
Well i am trying to make a map for counter-strike (not a normal like des' or css'.
But my problem is that when ever any one faces the ct stronghold they start to get low fps.3
here is .rmf: http://www.mediafire.com/?rx4qq5j97r34rmy

The map was way better that this but i tried to correct that particular bug but was in vain so i came here for some help from you guys!
Posted 12 years ago2012-03-06 00:16:59 UTC Post #303988
Ok, a couple general rules to start out with after looking at your map quick.

1. Any brush not sealing off the world that is somehting other than a normal cube or wedge should be made into a brush-based enitity, e.g., func_wall, func_illusionary.

For example, the castle walls should be world brushes and left as plain rectangles, and the "teeth on top could all together be made into one func_wall.

You're doing this to make it easier for the compiler to calculate the visible space for players. Little detail and any complex things should be func_wall.

Big simple shapes should be left as world brushes, because they block visibilty, or that is to say they separate one area from the next, so the engine does't have to render too much a stuff to the player at any given time. (if you can see the whole map at once the engine has to work really hard, and you get low fps)

For more information on how visibility process, google "binary space partion" and/or "half-life, goldsource optimization"

2. Texture Scales: All textures should be scaled to 1.00, but you can go a little lower or higher to fit something special, or if it's only a few things. Example:

Your castle is scaled to 2.50 x 2.50. By and large, textures are meant to be scaled to 1.00 in order to look correct. Again, you can vary a little if you need from time to time, but never go below .50, and i wouldn't recommend going higher than 2.00 until you learn more.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-03-13 12:27:27 UTC Post #304267
I applied what you said but my map still goes in low fps but less thatn before but i want to acheive 100 fps in most angle of view how can i do that.
I got fed up of the map above and decided to make one.

Link: http://www.mediafire.com/?397z5sze17y7zn5
THere is no light to reduce compile time.
Can you guys help me once i get to understand fully how to build a map i will be very happy!
Posted 12 years ago2012-03-13 12:37:08 UTC Post #304268
If you compile your map with out RAD it will LAG like crazy.

Compile with RAD, it will fix the map.
Stojke StojkeUnreal
Posted 12 years ago2012-03-13 16:25:08 UTC Post #304273
What? RAD bakes lightmaps. It shouldn't affect in-game performance. You might be thinking of VIS which calculates what the engine renders at any given time.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-03-13 17:36:48 UTC Post #304274
Yes i read about the compilers and try to reduce the number of leaf that is being generated but i still lack the knowledge about solving this problem of mine.

When i see all other maps with much more complicated stuff i wonder how they made it not as laggy as i did.

IF it requires any .wad file just tell me i will upload it.

Each time i start creating a map this laggy part really makes want to quit it once and for all!
Posted 12 years ago2012-03-13 18:49:16 UTC Post #304276
Yeah VIS, sorry my bad.
Stojke StojkeUnreal
Posted 12 years ago2012-03-14 09:57:27 UTC Post #304292
WOw i found out that the way the light_environment is placed the rendering is being calculated. Well i am able to make 90 fps now if i get more problems i will ask.
Posted 12 years ago2012-03-14 20:51:17 UTC Post #304306
Can you explain more? That doesn't make any sense to me. Do you mean your light_environment was causing a LEAK? Because that would prevent VIS from completing and would cause catastrophic framerate drops.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-03-15 09:00:34 UTC Post #304318
Ok i figured out that When i was compiliong with hammer itself all the leaf were being drawn together causing my problem. Then i switched to batch compiling nad now it has been solve!
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