Forum posts

Posted 20 years ago2004-09-16 12:25:42 UTC
in building a (too) large map Post #59793
so, what i make out of the hint tutorail is that you devide youre map into different section depending on what you can see from any give point..
Posted 20 years ago2004-09-15 16:19:52 UTC
in building a (too) large map Post #59684
amazing how fast u guys react with some good info.
tnx :)

btw im really busy downscaling my ridiculous big map, to a size more apropriate..
and at this moment its compilingh.... not too many brushes anymore...and it still "looks" huge....
probably a lot more to do on the map but at least it should be running tonight...
tnx in advance...
Posted 20 years ago2004-09-14 14:48:23 UTC
in building a (too) large map Post #59359
ok ill try the docs with zhlts, and i assume the "verc" is an internetsite?
anyway, thanks for thinking along.

it not my intention to max out hallife, i just want to see how far u can press the engine without getting very poor framerates.... i know large open spaces result in very high r_speeds
but i was modelling my place and i got carried away.
and now i just wanted to make this thing work.

i am having thoughts on making textures to replace all those brushes used for the windowframes and windows on my 12 story high building.
bet that would reduce a lot.

but.... is it possible to have a texture that only partially emits light?
or looks like its emitting light....??
Posted 20 years ago2004-09-14 10:33:46 UTC
in building a (too) large map Post #59286
hi all, first post, and hoping to find a solution for my problem.
ill try to bee short...

i posted my problemmap in the vault, so you can see what im trying to accomplish. (develop_nuytsstraat_too_much)

i need to know what the maximum amount of brushes and entitys are in a map so i can try to build a map as big as possible without exeeding the maximums..... my problem is that i dont know what the maximum is....

so. anyone who knows...please post a reply...

thanx..
quark
(quark@chello.nl)