map lag [closed] Created 19 years ago2005-07-12 02:45:05 UTC by Dis X Dis X

Created 19 years ago2005-07-12 02:45:05 UTC by Dis X Dis X

Posted 19 years ago2005-07-12 02:45:05 UTC Post #120387
14fps 40 ms 4031 wpoly 1344 epoly
im new to all of this, what are ways to reduce this, im told its huge. my map is big, its as big as possible long ways, but it needs to be that size, how can i help this, please someone explain.
Posted 19 years ago2005-07-12 02:52:04 UTC Post #120392
By mapping for an appropriate engine. HL isn't that.

Read this!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-07-12 02:54:24 UTC Post #120393
so if i extend the wall in the middle of the map it should help much? if im completely wrong tell me
Posted 19 years ago2005-07-12 03:21:47 UTC Post #120395
If you extend a wall in the middle of the map to completly block of the other side, it'll help.

Your map is far, far too large. HL1 is not built for it. Try mapping for the Source engine (HL2) if possible.
AJ AJGlorious Overlord
Posted 19 years ago2005-07-12 03:31:36 UTC Post #120396
there has to be windows and doors that connect both sides, umm, even when im in the corner looking at the wall i get 2600 wpoly help?
Posted 19 years ago2005-07-12 03:42:17 UTC Post #120397
By mapping for an appropriate engine. HL isn't that.
Your map is far, far too large. HL1 is not built for it. Try mapping for the Source engine (HL2) if possible.
AJ AJGlorious Overlord
Posted 19 years ago2005-07-12 04:37:22 UTC Post #120399
Try using hint brushes, if your map is an indoor map...
I never understood, how they work, though... :(
Daubster DaubsterVault Dweller
Posted 19 years ago2005-07-12 04:47:16 UTC Post #120401
Did you actually read the link I posted?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-07-12 05:11:57 UTC Post #120407
Try using bigger textures!(fiting them or/and scaling them) Use more Func_walls and other solid entities and try making them less complex(for for some reason solids from the same entity cut each other just like world brushes) Make small gaps between some world brushs or cut a small area from one of the brushes and tie him to a func_wall! ;) 4031 wpolies it's madness!!! I made a very detailed map and the wpoly is only 1000(in the most detail areas and only when I look on two rooms toghter) :o
Posted 19 years ago2005-07-12 05:34:18 UTC Post #120420
still I should try to decrease the wpolys it's still alot! I'll use hint brushes! :)
Posted 19 years ago2005-07-12 08:39:17 UTC Post #120445
Every time you double the texture scale on a face (both in X and Y axis), the wpolys get divided by 4!
Its as big as possible long ways, but it needs to be that size
Why does it need to be so big? Is it for a "Make a Huge Map" compo?

Turning brushes into func_walls also reduces compile times greatly.
Posted 19 years ago2005-07-12 13:03:14 UTC Post #120456
As for that last tip: only in certain situations.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-07-13 02:59:21 UTC Post #120507
i turned everything into func walls and it increased world poly by 1000, as for texture scaling ive yet to do that as i umm, dont know how
Posted 19 years ago2005-07-13 03:02:08 UTC Post #120509
Make the map much smaller. It is the only way. Read the Read me tutorial.

Closed.
Seventh-Monkey Seventh-MonkeyPretty nifty
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