Forum posts

Posted 17 years ago2007-06-28 11:05:14 UTC
in de_bridge2far - optimisation and testing Post #226672
we tried fog, but it didn't seem to make much difference to the fps.

we have also func_detailed as much as possible and we are just looking in to occluders and area_portals now.

what do you think of the design ?
Posted 17 years ago2007-06-28 09:39:09 UTC
in de_bridge2far - optimisation and testing Post #226668
thanks, that's very helpful
Posted 17 years ago2007-06-28 08:53:46 UTC
in de_bridge2far - optimisation and testing Post #226666
We (me and Psychokilla) are working on a map which we hope will be released in August.

Pic 1
Pic 2
Pic 3
Pic 4
Pic 5
Pic 6
Pic 7
Pic 8

Some of the pics are a little out of date, but the video below is pretty much up to date.

A short video of the map

Before someone mentions it we know the soundscapes are wrong but that will be one of the last jobs done.

What I would like help with is being able to optimise the more open areas of the map, we really can't build upon it with more buildings because it would be too much and we like the design as it is.

We would love a clan to help out with beta testing - if interested, please email Psycho for details.

many thanks
Posted 17 years ago2007-06-02 16:14:39 UTC
in optimising a large map Post #224223
hi - yea, it's source

thanks
Posted 17 years ago2007-06-02 04:42:15 UTC
in optimising a large map Post #224158
hi,

i've been working on a large(ish) map that effectively has large open spaces due to the design.

It has many buildings, but does not conform to the standard 'corridors and rooms' format.

We are getting low fps when looking from one end to another due to the amount of visleafs it's having to draw.

How can I reduce the number of visleafs effectively ?

Should i be using hint brushes to 'chop' areas up or maybe fog will help.

I can't help thinking that i'm missing something, but don't know what.

I hope that all makes sense and that someone can point me in the right direction.

many thanks