Page 1 of 1

windows

Posted: Thu Feb 27, 2003 12:07 pm
by tuffstuff7
hi ok a basic question i should know by know but what the hey

u have a four sided building does each window need a seperate broken window # i.e. target broken1 targer broken2 etc

or are the ones one on wall the same #
also if the last statement is true then when u go to another building , do the 3 sets have to change ...............i sometimes i have notived if i am not carefull the broken wimdow in the game will move to the plane as another window...........amd last nut not least do windows and func doors drop your fps?

Posted: Thu Feb 27, 2003 12:23 pm
by mohaa_rox
What are u trying to say? Can you explain cleary?

Posted: Thu Feb 27, 2003 1:03 pm
by TheShiznaeSpe
-all windows should have different targetnames

-windows drop your fps and slow your compile times
-doors do also, but to a much lesser extent

Posted: Thu Feb 27, 2003 6:36 pm
by Gen Cobra
lol Every window in my first map had broken 1. And it worked. But I imagine it's not goot practice. When making targets, #sets, etc, grab a peice of paper and KEEP TRACK cause your gonna kick your self later when you fudge it up with the same number and some stuff is tageting stuff yoiu don't want too.

Posted: Thu Feb 27, 2003 11:52 pm
by tuffstuff7
ok ty thats what i thought not all these buildings are gonna have windows

i am still having probs with the curtians though i put two lets say ummmmm in the buiilding they were south looking out when i put tehm in the window to my right they looked like lines grrrrrrrrr well anyodeas and also do these cuase low fps

Posted: Fri Feb 28, 2003 2:48 am
by tuffstuff7
also if i just put in the broken frame to finish out a building does that reduce fps i wouldn't think so but i am usually wrong lol

FPS

Posted: Fri Feb 28, 2003 5:08 am
by tltrude
See-through windows do lower frame rate, but it is because they are invisible to the vis. So, vis sees the room as an open space outside and connects it to every leaf outside. Adding more than one window to a room will not affect it because that room is already part of the great outdoors.

Posted: Fri Feb 28, 2003 5:12 am
by Desert Eagle
A good use of Hint Brushes, Area Portals and Vis _Leafgroups can really aid in large outdoor maps. Compile time may increase it but I have learned the longer compile is a better trade for performance and fps.

If the performance and fps not good, no one will play on the map.

Posted: Fri Feb 28, 2003 7:48 am
by jv_map
Areaportals will reduce your compile time 8).

area portals

Posted: Fri Feb 28, 2003 9:10 am
by bdbodger
yes area portals are good but you can't see what is on the other side of it utill you pass thought it that is why most are place in doors right and if the area portal is inside a skybox it won't work because it only separates two different areas or contained spaces like two sky boxes . once the door is open the two sky boxes become one until the door closes and they become two separate areas again . to see what I mean make two sky boxes make a connecting door sky tex on the walls . place a static object in each and an area portal in the door . you can use the same floor for both boxes make sure they are sealed boxes no leaks . when the door opens you can see the other static object when it closes you can not . you see the floor all the time because it is in both boxes .

Posted: Fri Feb 28, 2003 1:26 pm
by tuffstuff7
ok leaf groupd and area portals any good tut sites

Posted: Fri Feb 28, 2003 3:28 pm
by Gizzy (nl)