De_csns

Counter-Strike CS
De_csns by Deadly_Killer
Posted 19 years ago2005-04-20 15:46:36 UTC • Problems • Counter-Strike
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Name
De_csns
By
Deadly_Killer Deadly_Killer
Type
Map
Engine
Goldsource
Game
Counter-Strike
Category
Problems
Included
BSP, RMF/VMF
Created
19 years ago2005-04-20 15:46:36 UTC
Updated
19 years ago2005-04-20 18:11:36 UTC
Views
1719
Downloads
751
Comments
19
Download (Hosted Externally)

when i play the map runs a litle slow....for example: to close the crosshair it takes much time :( Size 2.70 Mb

19 Comments

Commented 19 years ago2005-04-20 16:05:17 UTC Comment #6905
Please help me....
Commented 19 years ago2005-04-20 17:41:57 UTC Comment #6908
I'd like to, but the download's kinda slow.
Commented 19 years ago2005-04-20 18:07:29 UTC Comment #6911
it's fast... ist only 2.70 Mb...rate the map ppl
Commented 19 years ago2005-04-20 18:13:09 UTC Comment #6912
Okay, I got it. A few things that could help (the first ones are more important):

1. COVER THE BOTTOM OF THE MAP! You still need to seal it even though nobody will see the sky over there (another reason why skyboxes are horrible). Even better, don't even touch a skybox. All you have to do is make one big brush covering the top of the map. That's probably the EXACT reason why the map is lagging: You have a GIANT FREAKING LEAK at the bottom of the map. That won't run VIS, which is probably the reason why the map is lagging. No VIS calculations result in the engine rendering the WHOLE map, even if you are just in one tiny corner.
2. Your pipes that eject toxic are splitting the wall everywhere! Make a 1-unit gap between the wall and the pipe or turn it into a func_wall.
3. func_waters split themselves into 64x64 chunks to simulate waves and are always rendered, even if you are in a tiny corner. If you don't need the waves, use a func_illusionary with skin set to -7 instead.
4. Apply the texture "null" to any faces that won't be seen by players. That will also help render less. Some of them include the underside of that grid thing and bottoms of crates (that are parallell) that are turned into entities.
5. Scale some textures, like ground textures, up.
Commented 19 years ago2005-04-20 18:46:00 UTC Comment #6917
if I not to put no texture I go to appear those squares rose color... dandyli0n
Commented 19 years ago2005-04-20 21:30:26 UTC Comment #6919
"it's fast... ist only 2.70 Mb"
Well, while I was downloading, it only went 4 KB/s. I'm not saying the file is big, I'm saying the download was slow.

"if I not to put no texture I go to appear those squares rose color..."
I don't get what you're saying. What I said about using the texture "null" might've been confusing. I think what you mean is if you put no texture on a face, it'll turn white? What I meant about using "null" is using an actual texture that is named "null", not giving it no texture at all. If you have a somewhat new version of Zoner compile tools, it should come with a WAD named zhlt.wad. Inside there is a texture named "null". What you do is use the texture application tool (the one with a picture of a checkered cube colored differently), select the face you want to strip the face of, and apply the null texture to it. That way, when you compile it with the compile tools that came with the zhlt.wad, the compiler will take away that face so the engine doesn't render it.
Commented 19 years ago2005-04-21 11:33:50 UTC Comment #6925
tkz for the help...by the way , when i compile my map with vis and rad mode it takes too much time...How can i reduce this time? can i reduce?
Commented 19 years ago2005-04-21 11:37:34 UTC Comment #6927
and when i use the vis and rad mode to compile the hammer crash "not responding"
Commented 19 years ago2005-04-21 11:52:34 UTC Comment #6929
sorry the "post data"
Commented 19 years ago2005-04-21 17:28:03 UTC Comment #6933
"and when i use the vis and rad mode to compile the hammer crash "not responding""

Actually, it's just working their code off too hard to respond although they are still working. Just leave it alone (try replacing that skybox with a real sky, and maybe it'll work faster for RAD), or if you are really worried, use a batch file/batch compiler to compile your map.
Commented 19 years ago2005-04-21 17:47:57 UTC Comment #6934
where can i find the batch compiler?
Commented 19 years ago2005-04-21 17:57:06 UTC Comment #6935
You can find one here: http://nemesis.thewavelength.net/index.php?p=3. I use it too and it works great. Also make sure you have the .NET framework to run this batch compiler.

You might also want to check my anti-skybox example map.
Commented 19 years ago2005-04-21 18:04:39 UTC Comment #6936
ya where is it???
Commented 19 years ago2005-04-22 08:40:35 UTC Comment #6948
Where is what?

The batch compiler: I just gave it to you.
The .NET framework: It's probably on the same website as the batch compiler.
The anti-skybox example map: It's in the example map section. Where else are example maps put in?
Commented 19 years ago2005-04-22 12:59:24 UTC Comment #6950
where can i find The anti-skybox example map...
Commented 19 years ago2005-04-23 22:41:00 UTC Comment #6971
Commented 19 years ago2005-04-24 13:57:53 UTC Comment #6984
tkz and please rate my map(the map is not over)
Commented 19 years ago2005-06-07 14:57:21 UTC Comment #7637
nobody rates problem maps or example maps...

NEVER EVER compile without vis or RAD... without vis, entities will dissapear and without RAD, you wont get any lights...

The whole map has to be covered or it'll lag like a crazy bittch...

to reduce compile times, place the NULL texture on all unseen surfaces..

A simpler version of what was said ;)
Commented 19 years ago2005-11-25 15:34:30 UTC Comment #9969
as an alternative to making the 1x func_wall on the pipes where they intersect a brush, you can use clipping and VM to make nice, happy shapes for vis instead. An experienced mapper can see the 1x func wall shortcuts, even with zoner's opacity settings. I think there is a VM tutorial here somewhere if you need it.

OMG by all means run vis. vis is what helps break down your map polygons into bits and pieces, triangles specifically for the engine to comprehend in game. By not doing this, you are basically rendering your entire map from any point of view in game....very bad, will kill FPS and make your map undesirable. If you can't run vis, check for leaks, take your time and use tight brushes and VM for angled stuff and clipped stuff. Bottom line... one leak, a simple 1x pixel somewhere is bad...bad

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