Mice/Rats r_speeds Created 18 years ago2005-12-28 12:06:01 UTC by Dorian27 Dorian27

Created 18 years ago2005-12-28 12:06:01 UTC by Dorian27 Dorian27

Posted 18 years ago2005-12-28 12:06:01 UTC Post #154981
I hope this thread will sprout some interesting discussion.

My question is: How do the creators of the cs_mice and de_rats, and all the other rodent themed maps keep the r_speeds down. The maps are basically a wide open area with tons of visible objects on screen at once. I have contemplated a mini-sized map, but I wouldn't know how to keep the r_speeds below 1000!

Any Suggestions?
Posted 18 years ago2005-12-28 12:23:25 UTC Post #154984
I've always wondered that myself.
It would be interesting if anyone had an answere
Madcow MadcowSpy zappin my udder
Posted 18 years ago2005-12-28 12:32:43 UTC Post #154986
Hm well for HL2 the size is fine because HL2 is more powerful but HL1 is another story...

I'm going to google:

Bleh nothing but i'm sure many reasons are that textures are stretched to a bigger less resource eating size and hint brushes are used...
Habboi HabboiSticky White Love Glue
Posted 18 years ago2005-12-28 13:01:23 UTC Post #154993
They use big, stretched textures, not very much detail.
Posted 18 years ago2005-12-28 13:02:21 UTC Post #154994
yeah, all the textures are stretched about 10-15 times. low texture resolution = low r_speeds
Archie ArchieGoodbye Moonmen
Posted 18 years ago2005-12-28 13:23:31 UTC Post #154996
That's why all rats maps look like shit
Posted 18 years ago2005-12-28 13:41:22 UTC Post #154999
Well the opinions of all the responses lead towards the stretched textures causing the low r_speeds... So, on a related subject, what is the hot-key to change brush dimensions? ( n x n x n )
Posted 18 years ago2005-12-28 14:11:20 UTC Post #155001
That's why all rats maps look like shit
+1

one of the way for the fake mappers to not do true CS maps while claiming all the same to be mappers ...
Posted 18 years ago2005-12-28 14:47:25 UTC Post #155004
yeah, all the textures are stretched about 10-15 times. low texture resolution = low r_speeds
Negatory, close, but not close enough.

How bigger you stretch your textures how bigger the fae splitting will be, so with a 256 texture at the scale of one the facle splitting will be at the 240. Scale it up 10 times to fit on a 2560 wall then the face splitting will be dramaticly reduced, this is a good technique for larg outdoor area's scaling up the rock texture to lower r_speeds and avoid heavy patterns. Offcourse this doesnt really fit in the inside.
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