I need h Created 8 years ago2016-10-25 17:58:12 UTC by MAHA MAHA

Created 8 years ago2016-10-25 17:58:12 UTC by MAHA MAHA

Posted 8 years ago2016-10-25 17:58:12 UTC Post #332123
I created a map,but when I ran it in game,I confronted a very low FPS around 30.
I apply the null texture to all unnecessary parts of the map,and keep it that the brushes don't cut each other.And my map doesn't have a sky brush.
I need Help plesssssssse.
THanks.
Posted 8 years ago2016-10-25 18:10:59 UTC Post #332124
Oh hello Maha! Remember me?

The low fps is probably because your map is very big, and you said it does not have a sky brush. When I inspected your RMF I saw objects with a lot of detail, that might be the reason, and of course, cylinder stairs...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 8 years ago2016-10-25 18:32:10 UTC Post #332126
What is your hardware?, maybe is not that your map is badly done but your hardware is probably too old. Is the map an open-ranged one?.
Posted 8 years ago2016-10-27 16:00:31 UTC Post #332133
You can try lowering the view distance in map properties. Look for stretched faces and fix any errors you have, especially with bad geometry. I don't know what your map looks like so I can't go on anything specific.
Posted 8 years ago2016-10-27 16:17:03 UTC Post #332134
Big maps dometimes aren't a problem. I remember one of my old cs maps, de_pyramid thad occupies all the available space in the map editor and runned fine on an old athlon 1 ghz with 256 MB RAM and a 32 MB GPU, of course the height was limited to the one of the pyramid itself, but even on that old rig the performance with bots wasn't so bad. I have, in the other hand, a small map cs_sacrificio tgat runned very poor because I have used a bunch of rows of columns that made a lot of tiny faces, so Salmon is right, check for those tiny brushes and turn into func_walls whatever needed so you reduce compiling times and brushes chopping each other. ;)
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