High wpoly count! Please help me! [a noo Created 13 years ago2011-06-22 21:07:08 UTC by JohnLocke JohnLocke

Created 13 years ago2011-06-22 21:07:08 UTC by JohnLocke JohnLocke

Posted 13 years ago2011-06-22 21:08:05 UTC Post #295756
Hi everyone!

My friend asked me to make a map based on a real place. There would be some buildings, they're long, and there would be 4 of them.

The problem is: I try to reduce to wpoly count, but it is still too high! Other problem: it is just a small part of the map. Anyway, the map has to be for CS 1.6.

I think I can reduce the wpoly count a little, for example make texture for the bed's ladder instead of making from brush, but the polycount should be still high. Annoying, how many not seeable things are rendered (Checked with gl_wireframe 2) And yes, they are really invisible from that point of view. You can check it. Please help me, very important!

Here is the link, you can get the map from here.

Note #1: one building should look like this:
________ ________
[ A| ][ |B ]
[_ | ][ | _]
[d|______|_][_|______|d]
[d| C| ][ |D |d]
[ |_][_| ]
[_ _____|][|_______]
(looks good with fixed width fonts!)

A = (the building part, what is ready)
B,C,D = other parts, similar to A
d = entrance

note #2: THIS IS MY FIRST MAP!
note #3: download link: http://www.mediafire.com/?7iw6ry6wkjbi96h
note #4: I don't want to change to much on the map! I want to copy the real place as close as possible! (even it is in very low poly...)

If you can the solution, please help me!

Thanks!
Posted 13 years ago2011-06-24 09:04:57 UTC Post #295811
I get this error when trying to run bsp:
User posted image
So, i can't judge what the wpoly even are.

After looing at the rmf, it doesn't seem to me your wpoly should be high at all, but you should be able to cut your compile time by changing the sinks, toilets and pretty much anything small or compicated or that doesn't block vis into func_walls, to cut your compile time. Also encase crazy shapes like the toilets and sinks in simple cube clipbrushes to cut down on clipnodes and unecessarily cutting vis leafs.

One sure way to change lower the wpoly is to up the texture scale(i noticed some of your textures scaled down to .5 and .6, which if you do that a lot it will really up your wpoly AND compile time), just don't make it too high, else your textures will really look shitty.
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