Hisey/Lerf/ace

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Expand view Topic review: Hisey/Lerf/ace

Re: Hisey/Lerf/ace

by Theworst » Tue May 28, 2013 1:49 pm

knockout wrote:commemorate the historic battle for chubsville
Battle of the soda cans.

Re: Hisey/Lerf/ace

by knockout » Tue May 28, 2013 1:45 pm

commemorate the historic battle for chubsville

Re: Hisey/Lerf/ace

by Theworst » Tue May 28, 2013 1:38 pm

calli wrote:
Theworst wrote:When I get home, I will post some images up.

I'm thinking that the area I've finished is a bit big, I'm going to compact some stuff and see if fps issues go away.
Are you sure you have created a light entity? Cause I had the EXACT problem you have. You will still be able to run a map without a light environment. I'd check that first.
I'll give that a try first.

Re: Hisey/Lerf/ace

by Theworst » Tue May 28, 2013 1:37 pm

knockout wrote:chub?
chubs

Re: Hisey/Lerf/ace

by knockout » Tue May 28, 2013 1:23 pm

chub?

Re: Hisey/Lerf/ace

by calli » Tue May 28, 2013 1:16 pm

Theworst wrote:When I get home, I will post some images up.

I'm thinking that the area I've finished is a bit big, I'm going to compact some stuff and see if fps issues go away.
Are you sure you have created a light entity? Cause I had the EXACT problem you have. You will still be able to run a map without a light environment. I'd check that first.

Re: Hisey/Lerf/ace

by Theworst » Tue May 28, 2013 1:07 pm

When I get home, I will post some images up.

I'm thinking that the area I've finished is a bit big, I'm going to compact some stuff and see if fps issues go away.

Re: Hisey/Lerf/ace

by lerfooled » Tue May 28, 2013 12:51 pm

i'd have to take a look at it to be able to tell. can you post a picture of hammer with a view of the sky box and a couple more of the area you're having troubles with!?

to compile maps i use a modification of the zhlt compiler. it's available in the sven coop forums somewhere lol. use zhlt though... it's just a better compiler than the one that comes with hammer. i would recommend using 1 single .wad which you can create using wally(i think). there are also certain command lines which increase compile time but reduce errors like -full or -fast. you can google zhlt command reference to check out what each do.

most likely the area is too big or there is sloppy brush work everywhere.

Re: Hisey/Lerf/ace

by calli » Tue May 28, 2013 12:29 am

I had that issue aswell before. But then I created light environment thingy and it was gone.

Re: Hisey/Lerf/ace

by joeledmunds » Mon May 27, 2013 9:54 pm

stealthlol wrote:
mogers wrote:
Rambizzle wrote:inb4 we get half a map.
He'll only build 3 parts, and they'll all have Kevin in them.

Re: Hisey/Lerf/ace

by stealthlol » Mon May 27, 2013 6:28 pm

mogers wrote:
Rambizzle wrote:inb4 we get half a map.

Re: Hisey/Lerf/ace

by mogers » Mon May 27, 2013 6:27 pm

Rambizzle wrote:inb4 we get half a map.

Re: Hisey/Lerf/ace

by Rambizzle » Mon May 27, 2013 6:27 pm

inb4 we get half a map.

Re: Hisey/Lerf/ace

by stile » Mon May 27, 2013 3:57 pm

try adding walls. and girls u can have sex with lol

Re: Hisey/Lerf/ace

by Theworst » Mon May 27, 2013 3:49 pm

Using dod_anzio.wad, dod_donner.wad and halflife.wad.

Re: Hisey/Lerf/ace

by acetamino » Mon May 27, 2013 3:42 pm

Could have placed a bad texture as well. Are you using a custom wad or stock?

Re: Hisey/Lerf/ace

by acetamino » Mon May 27, 2013 3:40 pm

Are you rendering with hammer? I recommend a dif program but the name escapes me - ill find it and edit this. Could be too many vis leafs or you're making too many faces on your blocks. The view distances in your environment can be too long as well. There is a brush that is invisible and just used to shorten rendering views / fix fps. You could have placed a corrupted or "shitty" model in the map. Sky boxes that fit the map improve fps as well instead of the hallow skybox technique but are always a pain. I'm on my phone so when I get to a computer I might be able to help better

Hisey/Lerf/ace

by Theworst » Mon May 27, 2013 3:11 pm

I've been working on a map as of recent and I've noticed that in game when I'm testing it out, my fps drops 50-70 frames when I look from one side of the route to the other. I've been using "nodraw/null" textures for all my walls and just texturing the faces players can actually see so the game doesn't have to render extra faces.

What are ways to fix fps drops in maps? I have no leaks and I have a fairly tight sky box.

Any help would be great, thanks.

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