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Forum: All Forums : Valve's Source
Category: HL2 Mapping
Half-Life 2 Single Player, Deathmath, Orange Box, etc. mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Bad FPS,errors in compile,upload BSP later...
TriGGeRX
General Member
Since: Jul 17, 2004
Posts: 127
Last: Jul 28, 2005
[view latest posts]
Level 4
Category: HL2 Mapping
Posted: Monday, Jul. 25, 2005 11:27 am
I get laggy fps, slow compile(can't compile on normal,because it takes 2 days or something [crazy])
I'll upload the .BSP later...
And what does that Portal Saw into Cluster mean?
Greetings,
SmOoth

Here's my compile(fast):
** Executing...
** Command: "d:\valve\steam\steamapps\trigger101st\sourcesdk\bin\vbsp.exe"
** Parameters: -game "d:\valve\steam\steamapps\trigger101st\counter-strike source\cstrike" "D:\Valve\Steam\SteamApps\trigger101st\sourcesdk_content\cstrike\mapsrc\de_Castle_3"

Valve Software - vbsp.exe (Jan 19 2005)
2 threads
materialPath: d:\valve\steam\steamapps\trigger101st\counter-strike source\cstrike\materials
Loading D:\Valve\Steam\SteamApps\trigger101st\sourcesdk_content\cstrike\mapsrc\de_Castle_3.vmf
Can't find surfaceprop stone for material STONE/INFWLLFTOP, using default
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5Brush 69675: WARNING, microbrush
...6...7...8...9...10 (10)
ProcessBlock_Thread: 0...1...2...3...4...5Brush 69675: WARNING, microbrush
...6...7...8...9...10 (7)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 60 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (3)
writing D:\Valve\Steam\SteamApps\trigger101st\sourcesdk_content\cstrike\mapsrc\de_Castle_3.prt...done (3)
Creating default cubemaps for env_cubemap using skybox sky_day03_01...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (2) (950587 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (950587 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing D:\Valve\Steam\SteamApps\trigger101st\sourcesdk_content\cstrike\mapsrc\de_Castle_3.bsp
33 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 1

** Executing...
** Command: "d:\valve\steam\steamapps\trigger101st\sourcesdk\bin\vvis.exe"
** Parameters: -game "d:\valve\steam\steamapps\trigger101st\counter-strike source\cstrike" -fast "D:\Valve\Steam\SteamApps\trigger101st\sourcesdk_content\cstrike\mapsrc\de_Castle_3"

Valve Software - vvis.exe (Dec 15 2004)
fastvis = true
2 threads
reading d:\valve\steam\steamapps\trigger101st\sourcesdk_content\cstrike\mapsrc\de_Castle_3.bsp
reading d:\valve\steam\steamapps\trigger101st\sourcesdk_content\cstrike\mapsrc\de_Castle_3.prt
6860 portalclusters
26449 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (244)
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
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WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
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WARNING: Cluster portals saw into cluster
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WARNING: Cluster portals saw into cluster
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WARNING: Cluster portals saw into cluster
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WARNING: Cluster portals saw into cluster
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WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
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WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
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WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
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WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
WARNING: Cluster portals saw into cluster
Optimized: 3473427 visible clusters (0.00%)
Total clusters visible: 34195361
Average clusters visible: 4984
Building PAS...
Average clusters audible: 6815
visdatasize:10857354 compressed from 11854080
writing d:\valve\steam\steamapps\trigger101st\sourcesdk_content\cstrike\mapsrc\de_Castle_3.bsp
7 minutes, 51 seconds elapsed

** Executing...
** Command: "d:\valve\steam\steamapps\trigger101st\sourcesdk\bin\vrad.exe"
** Parameters: -game "d:\valve\steam\steamapps\trigger101st\counter-strike source\cstrike" -noextra "D:\Valve\Steam\SteamApps\trigger101st\sourcesdk_content\cstrike\mapsrc\de_Castle_3"

Valve Software - vrad.exe (Mar 8 2005)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[1 texlights parsed from 'lights.rad']

Loading d:\valve\steam\steamapps\trigger101st\sourcesdk_content\cstrike\mapsrc\de_Castle_3.bsp
16900 faces
37 degenerate faces
706368 square feet [101717000.00 square inches]
0 displacements
0 square feet [0.00 square inches]
16863 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
53503 patches after subdivision
31 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (97)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (300)
transfers 1945080, max 151
transfer lists: 14.8 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(24699, 23365, 17841)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #2 added RGB(3697, 3297, 1921)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #3 added RGB(797, 674, 300)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(189, 151, 51)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(48, 36, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #6 added RGB(13, 9, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(4, 2, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0519 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)
FinalLightFace Done
Ready to Finish
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 63/1024 3024/49152 ( 6.2%)
brushes 2444/8192 29328/98304 (29.8%)
brushsides 27181/65536 217448/524288 (41.5%)
planes 21570/65536 431400/1310720 (32.9%)
vertexes 42037/65536 504444/786432 (64.1%)
nodes 12819/65536 410208/2097152 (19.6%)
texinfos 1737/12288 125064/884736 (14.1%)
texdata 14/2048 448/65536 ( 0.7%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 16900/65536 946400/3670016 (25.8%)
origfaces 9127/65536 511112/3670016 (13.9%)
leaves 12883/65536 721448/3670016 (19.7%)
leaffaces 20359/65536 40718/131072 (31.1%)
leafbrushes 9298/65536 18596/131072 (14.2%)
surfedges 119404/512000 477616/2048000 (23.3%)
edges 66343/256000 265372/1024000 (25.9%)
worldlights 31/8192 2728/720896 ( 0.4%)
waterstrips 2006/32768 20060/327680 ( 6.1%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 31353/65536 62706/131072 (47.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
lightdata [variable] 2611156/0 ( 0.0%)
visdata [variable] 10857354/16777216 (64.7%)
entdata [variable] 66371/393216 (16.9%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/12 ( 8.3%)
pakfile [variable] 20400/0 ( 0.0%)

Win32 Specific Data:
physics [variable] 950587/4194304 (22.7%)
==== Total Win32 BSP file data space used: 19293990 bytes ====

Linux Specific Data:
physicssurface [variable] 950587/6291456 (15.1%)
==== Total Linux BSP file data space used: 19293990 bytes ====

Total triangle count: 49234
Writing d:\valve\steam\steamapps\trigger101st\sourcesdk_content\cstrike\mapsrc\de_Castle_3.bsp
6 minutes, 56 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "D:\Valve\Steam\SteamApps\trigger101st\sourcesdk_content\cstrike\mapsrc\de_Castle_3.bsp" "d:\valve\steam\steamapps\trigger101st\counter-strike source\cstrike\maps\de_Castle_3.bsp"


** Executing...
** Command: "d:\valve\steam\steamapps\trigger101st\counter-strike source\hl2.exe"
** Parameters: -game "d:\valve\steam\steamapps\trigger101st\counter-strike source\cstrike" +map "de_Castle_3"

Share |
J4FswampyG
Preferred Member
Since: Nov 9, 2002
Posts: 380
Last: Aug 11, 2005
[view latest posts]
Level 5
Category: HL2 Mapping
Posted: Monday, Jul. 25, 2005 07:06 pm
You have 3 main errors that I see here are some links to help you understand them and show you how to fix them as each site says different things.
It is up to you what you like cluster portal some say leave it some say fix it each person has there own view on it.
Your compile time should not take more than say 4 hours on a large complex map if you want I would be happy to have a look at for you see if I can help you get your compile time down.
Use the first link and type your error in the top and hit find error
WARNING, microbrush
WARNING: Cluster portals saw into cluster
zero area child patch


http://www.interlopers.net/errors/errors.php#3-0

http://www.editlife.net/errors.php

http://www.hl2world.com/bbs/compile-error-faq-read-this-before-posting-vt30305.html

http://www.snarkpit.net/editing.php?page=tutorials&game=HL2&id=129
Share |
TriGGeRX
General Member
Since: Jul 17, 2004
Posts: 127
Last: Jul 28, 2005
[view latest posts]
Level 4
Category: HL2 Mapping
Posted: Monday, Jul. 25, 2005 10:27 pm
Thanx Swampy,

I know about the stupid microbrushes, I use carve tool a lot(I know it's evil, but I can't make my map without using it. Making Arch-doors in Hollow Cillinders can't really be done without it [rolleyes]
Still here is the .BSP,please try it and tell me what I could change to gain FPS..
I'll upload .vmf later. So some good mapper can take a look(like swampy[wink])

EDIT:Ah ofcourse you need the link...[idea]
http://s44.yousendit.com/d.aspx?id=3KPLMFKVAH6DA057SGCU1S46H3


edited on Jul. 25, 2005 05:40 pm by TriGGeRX
Share |
TriGGeRX
General Member
Since: Jul 17, 2004
Posts: 127
Last: Jul 28, 2005
[view latest posts]
Level 4
Category: HL2 Mapping
Posted: Monday, Jul. 25, 2005 10:44 pm
And the .vmf
http://s44.yousendit.com/d.aspx?id=2TA59DOBQ7PEV3A8QHHSTEROGY
Share |
J4FswampyG
Preferred Member
Since: Nov 9, 2002
Posts: 380
Last: Aug 11, 2005
[view latest posts]
Level 5
Category: HL2 Mapping
Posted: Tuesday, Jul. 26, 2005 08:55 pm
Hi I got your map to compile on normal in about 4 hours on my slow pc so it should be a bit faster for you.
I had to make a lot more brushes detail than I wanted as I kept getting a error saying leaf with too many portals there are some ways to fix this the easy way is with detail brushes like I did so not to change your map.
Did you use the carve tool a lot as I see most of your arch doorways had a lot of cuts in the brushwork that will slow down your compile time a lot and I did see a lot of overlapping brushes that will also slow your compile time and lower your fps the carve tool will hurt your fps more.
I fixed a lot of overlapping brushes around your main wall there are more to do.
I have some ideas on how to use hint in your map and change your sky box to try to boost your fps but not tonight.
Your bsp is also down to 8.11mb here is your vmf to look at to see what I have done so far.

de_castle_3_5.zip
Share |
TriGGeRX
General Member
Since: Jul 17, 2004
Posts: 127
Last: Jul 28, 2005
[view latest posts]
Level 4
Category: HL2 Mapping
Posted: Tuesday, Jul. 26, 2005 10:04 pm
J4FswampyG writes...
Quote:
Hi I got your map to compile on normal in about 4 hours on my slow pc so it should be a bit faster for you.
I had to make a lot more brushes detail than I wanted as I kept getting a error saying leaf with too many portals there are some ways to fix this the easy way is with detail brushes like I did so not to change your map.
Did you use the carve tool a lot as I see most of your arch doorways had a lot of cuts in the brushwork that will slow down your compile time a lot and I did see a lot of overlapping brushes that will also slow your compile time and lower your fps the carve tool will hurt your fps more.
I fixed a lot of overlapping brushes around your main wall there are more to do.
I have some ideas on how to use hint in your map and change your sky box to try to boost your fps but not tonight.
Your bsp is also down to 8.11mb here is your vmf to look at to see what I have done so far.

de_castle_3_5.zip


You the man [rocking]

Yes I know Carve is evil, but such a great tool [rolleyes]
Share |
TriGGeRX
General Member
Since: Jul 17, 2004
Posts: 127
Last: Jul 28, 2005
[view latest posts]
Level 4
Category: HL2 Mapping
Posted: Tuesday, Jul. 26, 2005 10:19 pm
Hey you made a cloud, thanx!
Share |
TriGGeRX
General Member
Since: Jul 17, 2004
Posts: 127
Last: Jul 28, 2005
[view latest posts]
Level 4
Category: HL2 Mapping
Posted: Wednesday, Jul. 27, 2005 08:41 am
No more laggy fps if I compile it on normal [eek]
You da man[cool]
Share |
J4FswampyG
Preferred Member
Since: Nov 9, 2002
Posts: 380
Last: Aug 11, 2005
[view latest posts]
Level 5
Category: HL2 Mapping
Posted: Thursday, Jul. 28, 2005 09:43 am
i have redone you sky box and used some skip/hint and put some env_cubemaps in now it takes about 6 hours but my fps were 30 at lowest 70 most of the time and 100+ in a lot of places so not bad I don’t think on my pc.
When you run it look at your tower floors to see how the light looks 1st then in the console run buildcubemaps to set your lights up correct and look at your floors again to see how much better they look when you add more lights you will have to add more cube maps near them if you use different coloured lights.
Also when you run buildcubemaps your map went from 8.57mb to 8.47mb not a lot but a bit faster for people to download every little helps.
de_Castle_3_7.zip
Share |
TriGGeRX
General Member
Since: Jul 17, 2004
Posts: 127
Last: Jul 28, 2005
[view latest posts]
Level 4
Category: HL2 Mapping
Posted: Thursday, Jul. 28, 2005 03:46 pm
Thanx
Share |
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