How to get the FPS high?? Are there some tricks for it? Or just: don't put too much stuff in your map.
At0miC
fps
Moderator: Moderators
Lots of static models play heavy on the fps.
There are a fair few different ways to assist fps...these are a few.
Vis leafgroups can be extremely useful, one "block" of vis will not draw anything in the other "block" if connected correctly.
You have to be careful when using this as the compiler will only draw what you tell it to and it can lead to areas of your map "popping up" and this effect is ugly.
Area portals are fantastic but bear in mind that no windows can be in a room that you wish to have as a area portal...ie just walls (structual NOT detail) and doors.
Probably the most important thing to remember when starting a map is the placement of buildings and structers that naturaly help to block your view of another area.
I could try to explain vis and area portals but it would be much easier for you to refer to the tutorials on this site as they are quite clear to understand.
Seere.
There are a fair few different ways to assist fps...these are a few.
Vis leafgroups can be extremely useful, one "block" of vis will not draw anything in the other "block" if connected correctly.
You have to be careful when using this as the compiler will only draw what you tell it to and it can lead to areas of your map "popping up" and this effect is ugly.
Area portals are fantastic but bear in mind that no windows can be in a room that you wish to have as a area portal...ie just walls (structual NOT detail) and doors.
Probably the most important thing to remember when starting a map is the placement of buildings and structers that naturaly help to block your view of another area.
I could try to explain vis and area portals but it would be much easier for you to refer to the tutorials on this site as they are quite clear to understand.
Seere.
well,good design is the best approach .however ,there are afew tricks up ur sleeve tha u can use .
1-detailing useless non-viewblocking brushes .like ladders ,doors ,debris ......in general ,small brushes that dont block the players view)
however ,room should be made from structural brushes as well as corridors and other similar things http://users.1st.net/kimberly/Tutorial/vis.htm
2-using hints .hints have alot of uses ,they are initially invisible structural brushes .if u understand how vis design is made ,then hints would seem like a logical step !!! vis for dummies (thats what its called)
hints tut (this is not for mohaa, but the same principles are applied )
3-using area portals on closed areas and rooms . /t.php?id=81
4-finally ,the vis_leafgroups !!! those are considered the strongest tools to use and they really do make a difference .however ,usually u need a complicated design depending on the design of ur map
/t.php?id=80
i guess that should do it
1-detailing useless non-viewblocking brushes .like ladders ,doors ,debris ......in general ,small brushes that dont block the players view)
however ,room should be made from structural brushes as well as corridors and other similar things http://users.1st.net/kimberly/Tutorial/vis.htm
2-using hints .hints have alot of uses ,they are initially invisible structural brushes .if u understand how vis design is made ,then hints would seem like a logical step !!! vis for dummies (thats what its called)
hints tut (this is not for mohaa, but the same principles are applied )
3-using area portals on closed areas and rooms . /t.php?id=81
4-finally ,the vis_leafgroups !!! those are considered the strongest tools to use and they really do make a difference .however ,usually u need a complicated design depending on the design of ur map
/t.php?id=80
i guess that should do it
