So I recently created a map for my server and I think its pretty ok, but its also runs pretty bad in spots.
I was wondering if one of you fine gents could check out my map if you have some free time and maybe see what iam doing terribly wrong.
it is for ttt and uses stock css textures for the most part (roughly 90% )
So far my checklist is as follows:
I nodraw every non visible surface, I may have missed a few.
I use prop fading on some larger models
I believe iam using areaportals correctly, but maybe not. Basically id like to separate the outside of the house from the interior
Iam sure its not leaking however.
iam not using hints because i dont really get how to use them well and a lot of places look to get cut worse because of the 1024x1024 limit anyway
main issue is the visleafs, their are way too many at one time in some spots, in places they shouldnt imo
just try mat_leafvis 3 and youll see what i mean
Iam thinking about getting rid of the areaportals and trying only using func_areaportalwindow? just an idea
anyway here is the vmf
[url]http://dl.dropbox.com/u/1325998/ttt_summermansion_beta1r6.vmf[/url]
it has a few bugs
also youll see a few missing textures and models but they dont change fps drastically
thanks for reading and if you help me ill love you forever
edit: here is info about the map if you want the currently released version or whatever [url]http://www.zombiemaster.org/smf/index.php?topic=11894.0[/url]
I took a look at it.
From what I see, you intersect some brushes like the center column on the spiral staircase. And you're doing area portals wrong. I'm not surprised when you said in the OP that you get bad framerate on your map because it's leaking. Area portals shouldn't intersect with other brushes [i]at all[/i]. They cannot touch brush entities (like func_detail). They can only touch 4 and only 4 adjacent faces of world brushes.
I didn't spend too much time looking through it but I hope this helps.
Thank for the reply and looking into it. I just compiled the file and dont see any leaks however.
I was not aware that I couldnt have func details inside a areaportal volume
just to clarify
I cant have say this func_detail window frame inside it
[img]http://i.imgur.com/EbGZl.jpg[/img]
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[img]http://i.imgur.com/RY9Nb.jpg[/img]
I think you can have func_detail inside a portal. If not just propper it.
Wut? I have plenty of function details that intersects with area portals. They have to in some cases. For example:
I have a prop_door, that uses a model. I build a brush based door frame.
Then I place an areaportal that touches the actual wall where the door is located.
Which because func_details don't block visibility, I have to scale the areaportal brush as big as the hole in the wall and not the door frame.
ok thats what I was hoping, thanks
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