new temple falls map in the making Created 17 years ago2007-11-19 19:58:53 UTC by klobb klobb

Created 17 years ago2007-11-19 19:58:53 UTC by klobb klobb

Posted 17 years ago2007-11-19 19:58:53 UTC Post #238830
here are a few screenshots of a new map im working on. please give me some ideas on how to lower the fps once i added the big temple with the water i got some slow down. still not done, give me your feedback!

nark is taking advantage of me taking a screenshot!
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the tomb room inside the falls temple
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screenshot of the temple after yelling at nark to let me take it
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corner view/side view
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pyramid/statue shot
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Posted 17 years ago2007-11-19 20:36:57 UTC Post #238832
it's a temple... but it looks a bit on the blocky side. i kinda like some of the texturing tho
Posted 17 years ago2007-11-19 20:42:27 UTC Post #238834
Wadfather egyptian textures? I love those...

I don't know what t osay. Did you use standard VIS optimizing methods like func_walling the pillars?
Posted 17 years ago2007-11-19 21:02:31 UTC Post #238835
From those screenshots it looks like most of the map is contained in a single a room, which is not ideal for the HL engine.
At this point, the only thing that I could recommend is making smaller versions of the textures and giving them bigger scale values. For example, if you have a wall texture that is 256x256 @ scale X=1.00 and Y=1.00, resize the texture to 128x128 and use a scale of X=2.00 and Y=2.00.
That should save you quite a few polygons.
Posted 17 years ago2007-11-19 21:34:20 UTC Post #238836
ok, thanks. unfortunately this is for a deathmatch style so i made it in one room and got carried away. i did use func_wall but im not sure i used it right. i used it on pillars, walls inside the temples and the pyramid on the statues. all those little sarcophoguses are also func wall. am i getting carried away with func_wall?
Posted 17 years ago2007-11-19 22:07:21 UTC Post #238837
you could save some fps by lowering the number of brushes in non-crucial or unreachable areas. for example, that pyramid in the middle. try making each layer twice the size, halving the number of brushes. it will be less detailed, but unfortunately that is just something you have to deal with if you want to make one large area in this engine. also you could apply the null texture to any face the player cannot see. this doesn't save very much, but it adds up, and every little bit counts if you want to get the framerate down.

the shots don't look too bad, by the way. keep it up!
Posted 17 years ago2007-11-19 22:22:35 UTC Post #238839
this is good advice thank you. the people on this site are pro
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