optimising a large map Created 16 years ago2007-06-02 04:42:15 UTC by Hammah Hammah

Created 16 years ago2007-06-02 04:42:15 UTC by Hammah Hammah

Posted 16 years ago2007-06-02 04:42:15 UTC Post #224158
hi,

i've been working on a large(ish) map that effectively has large open spaces due to the design.

It has many buildings, but does not conform to the standard 'corridors and rooms' format.

We are getting low fps when looking from one end to another due to the amount of visleafs it's having to draw.

How can I reduce the number of visleafs effectively ?

Should i be using hint brushes to 'chop' areas up or maybe fog will help.

I can't help thinking that i'm missing something, but don't know what.

I hope that all makes sense and that someone can point me in the right direction.

many thanks
Posted 16 years ago2007-06-02 09:20:00 UTC Post #224172
HL1 or Source?
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2007-06-02 09:29:35 UTC Post #224173
For HL1, the only solution are hint brushes.

For HL2, you can use hint brushes, use the 'far z clip plane' in your env_fog_controller and also use occluders to hide the props and models behind each building.
Posted 16 years ago2007-06-02 16:14:39 UTC Post #224223
hi - yea, it's source

thanks
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