low fps Created 17 years ago2007-04-12 20:20:40 UTC by steamer91 steamer91

Created 17 years ago2007-04-12 20:20:40 UTC by steamer91 steamer91

Posted 17 years ago2007-04-12 20:20:40 UTC Post #218830
ok, i know there are a lot of topic on raising fps but nothing has helped me. I made a map with 6 buildings connected to each other in a circle, everything in the map works fin but if i look straight across from 1 corner to another i get 36fps as suppose to 100fps if i look directly to the sky or floor. How can i fix this? Any help would be appreciated.
Posted 17 years ago2007-04-12 20:24:20 UTC Post #218831
is it a large area between the two opposite buildings?
half-life doesnt do open spaces well at all. try putting some other stuff in the middle to break it up a bit.
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-04-12 20:47:59 UTC Post #218835
i'll post some screenshots...

User posted image

User posted image

User posted image


as you can see there aren't any big open spaces.
Posted 17 years ago2007-04-12 21:03:52 UTC Post #218838
What's your compile log look like?
Posted 17 years ago2007-04-12 21:07:28 UTC Post #218839
** Executing...
** Command: Change Directory
** Parameters: C:Program FilesSteamsteamappsjason_dw91counter-strikecstrike

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValve Hammer Editormapsjump.map" "C:Program FilesSteamsteamappsjason_dw91counter-strikecstrikemapsjump.map"

** Executing...
** Command: C:PROGRA~1VALVEH~1hlcsg.exe
** Parameters: "C:Program FilesSteamsteamappsjason_dw91counter-strikecstrikemapsjump"

hlcsg v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlcsg ---
Command line: C:PROGRA~1VALVEH~1hlcsg.exe "C:Program FilesSteamsteamappsjason_dw91counter-strikecstrikemapsjump"
Entering C:Program FilesSteamsteamappsjason_dw91counter-strikecstrikemapsjump.map

Current hlcsg Settings
Name | Setting | Default
--------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
max lighting memory [ 6291456 ] [ 6291456 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ on ] [ on ]
clip hull type [ legacy ] [ legacy ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
nullfile [ None ] [ None ]
min surface area [ 0.500 ] [ 0.500 ]
brush union threshold [ 0.000 ] [ 0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.08 seconds)
SetModelCenters:
20%...40%...50%...70%...90%... (0.00 seconds)
CSGBrush:
10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.34 seconds)

Using Wadfile: program filesvalve hammer editorhalflife.wad
  • Contains 16 used textures, 100.00 percent of map (3116 textures in wad)
Including Wadfile: program filesvalve hammer editorzhlt.wad
  • Contains 0 used textures, 0.00 percent of map (8 textures in wad)
added 9 additional animating textures.
Texture usage is at 0.24 mb (of 4.00 mb MAX)
0.47 seconds elapsed

--- END hlcsg ---

** Executing...
** Command: C:PROGRA~1VALVEH~1hlbsp.exe
** Parameters: "C:Program FilesSteamsteamappsjason_dw91counter-strikecstrikemapsjump"

hlbsp v3.4 Final (Feb 25 2006)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
--- BEGIN hlbsp ---
Command line: C:PROGRA~1VALVEH~1hlbsp.exe "C:Program FilesSteamsteamappsjason_dw91counter-strikecstrikemapsjump"

Current hlbsp Settings
Name | Setting | Default
------------------|-----------|------------------------
threads [ 1 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 4194304 ] [ 4194304 ]
priority [ Normal ] [ Normal ]

noclip [ off ] [ off ]
nofill [ off ] [ off ]
noopt [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 8192)

SolidBSP [hull 0] 480 (0.03 seconds)
BSP generation successful, writing portal file 'C:Program FilesSteamsteamappsjason_dw91counter-strikecstrikemapsjump.prt'
SolidBSP [hull 1] 360 (0.03 seconds)
SolidBSP [hull 2] 229 (0.02 seconds)
SolidBSP [hull 3] 430 (0.05 seconds)
0.34 seconds elapsed

--- END hlbsp ---

maybe i should add lights..
Posted 17 years ago2007-04-12 21:26:50 UTC Post #218841
wheres ur VIS?
compile VIS should lower ur framerates.
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2007-04-12 21:38:15 UTC Post #218842
ahahah... silly me. I forgot to turn it back on when i reinstalled hammer a week ago. Well how would i give my map the same lighting as before? because i want everything to be bright and visible without adding 2 lights for every building.
Posted 17 years ago2007-04-13 03:35:48 UTC Post #218868
Run HLrad. It comes after HLvis.
Posted 17 years ago2007-04-13 16:28:27 UTC Post #218944
but that makes everything inside the buildings dark and i want it to look bright like without HLrad (but without compiling with HLrad i get low fps :( )
Posted 17 years ago2007-04-13 16:39:31 UTC Post #218945
Uh.. ever heard of lights? Put some on the inside. Oh, and use texlights, not entity lights. We have two tutorials on light, I suggest you read them.

A map should never be fullbright.
Posted 17 years ago2007-04-13 17:01:18 UTC Post #218946
Yeah dude, trust us. You might want it to be all fullbright, but maps like that are downright ugly, and it makes you look noobish. Good lighting does wonders for any map.
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