4 fps

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I made a map :yes: :] :laff: yes yes
Map information :
Solids : 368
Faces : 2600
Piont Entities : 63
Unique textures : 37
Texture memory 8.46 Mb
No errors found !
The map is preety big about the same size as esf_arrival.
I mainly use 208x208 and 256x256 textures..but i have 4 of them that are 1024x256...

So far so good..but here's where the problems start :(
I'm compiling with ZHLT Compile GUI X? but after i c that the compilar finished executing hlbsb hlrad hlvis and hlcsg i press ctrl+break because if i don't i would w8 about 2 hours to complete and there wouldn't b any differenceO_O ..i tryed that...
and now the only problem is that the map is VERY laggy :( if i look away from the center of the map it's ok..but as soon as I turn around the fps drops down to 4 :cry:
What can i do ?
Plz answer...i really need this...
 
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Some screens would help alot. In the editor and ingame.
 
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ok.......

dunno y u need this sice i posted every info u need :] But i guess it can't do any harm...:yes:
 
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but i have 4 of them that are 1024x256
texture support goes to 512x512 max

i press ctrl+break because if i don't i would w8 about 2 hours to complete and there wouldn't b any differenceO_O
it's not ideal at all to stop the compiling, usually leads to errors.. another reason why it may take too long because when brushes intersect (touch) it'll have to be calculated through vis.. more intersections, longer compile

and now the only problem is that the map is VERY laggy :( if i look away from the center of the map it's ok..but as soon as I turn around the fps drops down to 4 :cry:
type r_speeds 1 and developer 1 in console
r_speeds ideal you want wpoly 800-1300, 1800 absolute max
 
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thanks very mutch :) i'm going 2 try this right now " r_speeds 1 and developer 1" :yes: yes sounds good ;D

texture support goes to 512x512 max
well it loads the map....but I guess u know better..i'm gonna reduce it :)
i'll b back 2 tell u what progress i made ..thanks again:yes:

==no luck :( some high tech text appeared that scared me at first...actuly tbh it did have some boosts at 5 even 6 fps :D i even cought 1 :D
http://img220.imageshack.us/img220/6205/ttt7jz.jpg
 
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From the looks of the Map it looks awesome =O
Hopefully you can fix your probs to release the map <3

ah i just noticed your the same goten as on ECX forums ^^
 
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copy&paste the compile log.
 
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Computer specs? It might just be your computer. If you want, I'll test it out, you can send it to me via AIM or MSN.

AIM: IxHATExTHISxSN

MSN: [email protected]

I have fairly decent computer and can run every map I have on ESF with 100 fps constant. So if I can run yours just fine then everything might just be okay :) Great map btw.
 
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hui!
this map loks awesome but how about compiling with rad eh??
and btw..the map is to complex or you have too much clipnodes in your map...
 
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:) it's so nice when ppl help thanks :)
I replaced all the textures with a small one and w8ed about 1.5-2 hours to compile it (i still sit ctrl+break :p ) and it still laggs :(
then i tried with a null texture => no lag :D
@yopyop: i have about 4-5 clips in the map :]
@Fire Phoenix: neah it's not that..first my pc is preety good to handle hl :] and seccond i sent it 2 a guy with a super duper pc and he reported about same fps =(
@DJ-Ready:
here... but it might take a while 2 read :]
Code:
hlcsg v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlcsg -----
Command line: "C:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLCSG.EXE"-estimate -high -nowadtextures -hullfile "C:\Valve Hammer Editor\hulls.hul""C:\Documents and Settings\Goten\My Documents\My Received Files\ECX\MAPS\rmfs\city3.map"
Loading hull definitions from 'C:\Valve Hammer Editor\hulls.hul'
Entering C:\Documents and Settings\Goten\My Documents\My Received Files\ECX\MAPS\rmfs\city3.map

Current hlcsg Settings
Name                 |  Setting  |  Default
---------------------|-----------|-------------------------
threads               [       1 ] [  Varies ]
verbose               [     off ] [     off ]
log                   [      on ] [      on ]
developer             [       0 ] [       0 ]
chart                 [     off ] [     off ]
estimate              [      on ] [     off ]
max texture memory    [ 4194304 ] [ 4194304 ]
max lighting memory   [ 6291456 ] [ 6291456 ]
priority              [    High ] [  Normal ]

noclip                [     off ] [     off ]
null texture stripping[      on ] [      on ]
clipnode economy mode [      on ] [      on ]
clip hull type        [  legacy ] [  legacy ]
onlyents              [     off ] [     off ]
wadtextures           [     off ] [      on ]
skyclip               [      on ] [      on ]
hullfile              [ C:\Valve Hammer Editor\hulls.hul ] [    None ]
nullfile              [    None ] [    None ]
min surface area      [   0.500 ] [   0.500 ]
brush union threshold [   0.000 ] [   0.000 ]

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

0 brushes (totalling 0 sides) discarded from clipping hulls
CreateBrush:
 (0.31 seconds)
SetModelCenters:
 (0.00 seconds)
CSGBrush:
 (0.91 seconds)

Using Wadfile: \program files\steam\steamapps\saiansuper\half-life\esf\esf.wad
 - Warning: Larger than expected texture (348972 bytes): 'CHAOS-01'
 - Warning: Larger than expected texture (348972 bytes): 'CHAOS-02'
 - Contains 0 used textures, 0.00 percent of map (73 textures in wad)
Using Wadfile: \program files\steam\steamapps\saiansuper\half-life\esf\tempdecal.wad
 - Contains 0 used textures, 0.00 percent of map (1 textures in wad)
Using Wadfile: \program files\steam\steamapps\saiansuper\half-life\esf\city1.wad
 - Warning: Larger than expected texture (348972 bytes): 'BUILDING6'
 - Warning: Larger than expected texture (348972 bytes): 'BUILDING7'
 - Warning: Larger than expected texture (348972 bytes): 'BUILDING8'
 - Warning: Larger than expected texture (207532 bytes): 'ZTV-A'
 - Contains 30 used textures, 96.77 percent of map (30 textures in wad)

Warning: ::FindTexture() texture CLIP not found!
Warning: ::LoadLump() texture CLIP not found!
Texture usage is at 2.88 mb (of 4.00 mb MAX)
2.17 seconds elapsed

-----   END   hlcsg -----



hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlbsp -----
Command line: "C:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLBSP.EXE"-high -estimate "C:\Documents and Settings\Goten\My Documents\My Received Files\ECX\MAPS\rmfs\city3.map"

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [      on ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
priority            [    High ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
noopt               [     off ] [     off ]
null tex. stripping [      on ] [      on ]
notjunc             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 512)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 8192)


SolidBSP [hull 0] 500...1000...1500...1705 (0.14 seconds)
BSP generation successful, writing portal file 'C:\Documents and Settings\Goten\My Documents\My Received Files\ECX\MAPS\rmfs\city3.prt'
SolidBSP [hull 1] 500...1000...1500...2000...2394 (0.27 seconds)
SolidBSP [hull 2] 500...1000...1500...2000...2500...2561 (0.27 seconds)
SolidBSP [hull 3] 500...1000...1500...2000...2465 (0.36 seconds)
4.02 seconds elapsed

-----   END   hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlvis -----
Command line: "C:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLVIS.EXE"-high -estimate -fast "C:\Documents and Settings\Goten\My Documents\My Received Files\ECX\MAPS\rmfs\city3.map"
1158 portalleafs
4114 numportals

-= Current hlvis Settings =-
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [      on ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
max vis distance    [       0 ] [       0 ]
priority            [    High ] [  Normal ]

fast vis            [      on ] [     off ]
full vis            [     off ] [     off ]


BasePortalVis:
 (11.75 seconds)
average leafs visible: 764
g_visdatasize:168484  compressed from 167910
12.55 seconds elapsed

-----   END   hlvis -----



hlrad v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlrad -----
Command line: "C:\Program Files\eddi's Tools\ZHLT Compile GUI\ZHLT\HLRAD.EXE"-high -estimate -sparse -extra -bounce 10 -smooth 80 "C:\Documents and Settings\Goten\My Documents\My Received Files\ECX\MAPS\rmfs\city3.map"

-= Current hlrad Settings =-
Name                | Setting             | Default
--------------------|---------------------|-------------------------
threads              [                 1 ] [            Varies ]
verbose              [               off ] [               off ]
log                  [                on ] [                on ]
developer            [                 0 ] [                 0 ]
chart                [               off ] [               off ]
estimate             [                on ] [               off ]
max texture memory   [           4194304 ] [           4194304 ]
max lighting memory  [           6291456 ] [           6291456 ]
priority             [              High ] [            Normal ]

vismatrix algorithm  [            Sparse ] [          Original ]
oversampling (-extra)[                on ] [               off ]
bounces              [                10 ] [                 1 ]
bounce dynamic light [                on ] [                on ]
ambient light        [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
maximum light        [           255.000 ] [           256.000 ]
circus mode          [               off ] [               off ]

smoothing threshold  [            80.000 ] [            50.000 ]
direct threshold     [            25.000 ] [            25.000 ]
direct light scale   [             2.000 ] [             2.000 ]
coring threshold     [             1.000 ] [             1.000 ]
patch interpolation  [                on ] [                on ]

texscale             [                on ] [                on ]
patch subdividing    [                on ] [                on ]
chop value           [            64.000 ] [            64.000 ]
texchop value        [            32.000 ] [            32.000 ]

global fade          [             1.000 ] [             1.000 ]
global falloff       [                 2 ] [                 2 ]
global light scale   [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
global gamma         [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
global light scale   [             1.000 ] [             1.000 ]
global sky diffusion [             1.000 ] [             1.000 ]

opaque entities      [                on ] [                on ]
sky lighting fix     [                on ] [                on ]
incremental          [               off ] [               off ]
dump                 [               off ] [               off ]

colour jitter        [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
monochromatic jitter [       0.0 0.0 0.0 ] [       0.0 0.0 0.0 ]
softlight hack       [   0.0 0.0 0.0 0.0 ] [   0.0 0.0 0.0 0.0 ]
diffuse hack         [                on ] [                on ]
spotlight points     [                on ] [                on ]

custom shadows with bounce light
                     [               off ] [               off ]
rgb transfers        [               off ] [               off ]


6785 faces
Create Patches : 55195 base patches
0 opaque faces
839434 square feet [120878528.00 square inches]
2 direct lights

BuildFacelights:
 (344.66 seconds)
BuildVisLeafs:

-----   END   hlrad -----



hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlbsp -----
Command line: C:\PROGRA~1\EDDI'S~1\ZHLTCO~1\ZHLT\hlbsp.exe "c:\documents and settings\goten\my documents\my received files\ecx\maps\rmfs\city3"

Current hlbsp Settings
Name               |  Setting  |  Default
-------------------|-----------|-------------------------
threads             [       1 ] [  Varies ]
verbose             [     off ] [     off ]
log                 [      on ] [      on ]
developer           [       0 ] [       0 ]
chart               [     off ] [     off ]
estimate            [     off ] [     off ]
max texture memory  [ 4194304 ] [ 4194304 ]
priority            [  Normal ] [  Normal ]

noclip              [     off ] [     off ]
nofill              [     off ] [     off ]
noopt               [     off ] [     off ]
null tex. stripping [      on ] [      on ]
notjunc             [     off ] [     off ]
subdivide size      [     240 ] [     240 ] (Min 64) (Max 512)
max node size       [    1024 ] [    1024 ] (Min 64) (Max 8192)


Error: ReadSurfs (line 1): 4388 > g_numplanes


-----   END   hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlvis -----
Command line: C:\PROGRA~1\EDDI'S~1\ZHLTCO~1\ZHLT\hlvis.exe "c:\documents and settings\goten\my documents\my received files\ecx\maps\rmfs\city3"
>> There was a problem compiling the map.
>> Check the file c:\documents and settings\goten\my documents\my received files\ecx\maps\rmfs\city3.log for the cause.

-----   END   hlvis -----



hlrad v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlrad -----
Command line: C:\PROGRA~1\EDDI'S~1\ZHLTCO~1\ZHLT\hlrad.exe "c:\documents and settings\goten\my documents\my received files\ecx\maps\rmfs\city3"
>> There was a problem compiling the map.
>> Check the file c:\documents and settings\goten\my documents\my received files\ecx\maps\rmfs\city3.log for the cause.

-----   END   hlrad -----



hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlbsp -----
Command line: C:\PROGRA~1\EDDI'S~1\ZHLTCO~1\ZHLT\hlbsp.exe "c:\documents and settings\goten\my documents\my received files\ecx\maps\rmfs\city3"
>> There was a problem compiling the map.
>> Check the file c:\documents and settings\goten\my documents\my received files\ecx\maps\rmfs\city3.log for the cause.

-----   END   hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlvis -----
Command line: C:\PROGRA~1\EDDI'S~1\ZHLTCO~1\ZHLT\hlvis.exe "c:\documents and settings\goten\my documents\my received files\ecx\maps\rmfs\city3"
>> There was a problem compiling the map.
>> Check the file c:\documents and settings\goten\my documents\my received files\ecx\maps\rmfs\city3.log for the cause.

-----   END   hlvis -----



hlrad v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlrad -----
Command line: C:\PROGRA~1\EDDI'S~1\ZHLTCO~1\ZHLT\hlrad.exe "c:\documents and settings\goten\my documents\my received files\ecx\maps\rmfs\city3"
>> There was a problem compiling the map.
>> Check the file c:\documents and settings\goten\my documents\my received files\ecx\maps\rmfs\city3.log for the cause.

-----   END   hlrad -----



hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlbsp -----
Command line: C:\PROGRA~1\EDDI'S~1\ZHLTCO~1\ZHLT\hlbsp.exe "c:\documents and settings\goten\my documents\my received files\ecx\maps\rmfs\city3"
>> There was a problem compiling the map.
>> Check the file c:\documents and settings\goten\my documents\my received files\ecx\maps\rmfs\city3.log for the cause.

-----   END   hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlvis -----
Command line: C:\PROGRA~1\EDDI'S~1\ZHLTCO~1\ZHLT\hlvis.exe "c:\documents and settings\goten\my documents\my received files\ecx\maps\rmfs\city3"
>> There was a problem compiling the map.
>> Check the file c:\documents and settings\goten\my documents\my received files\ecx\maps\rmfs\city3.log for the cause.

-----   END   hlvis -----



hlbsp v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlbsp -----
Command line: C:\PROGRA~1\EDDI'S~1\ZHLTCO~1\ZHLT\hlbsp.exe "c:\documents and settings\goten\my documents\my received files\ecx\maps\rmfs\city3"
>> There was a problem compiling the map.
>> Check the file c:\documents and settings\goten\my documents\my received files\ecx\maps\rmfs\city3.log for the cause.

-----   END   hlbsp -----



hlvis v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlvis -----
Command line: C:\PROGRA~1\EDDI'S~1\ZHLTCO~1\ZHLT\hlvis.exe "c:\documents and settings\goten\my documents\my received files\ecx\maps\rmfs\city3"
>> There was a problem compiling the map.
>> Check the file c:\documents and settings\goten\my documents\my received files\ecx\maps\rmfs\city3.log for the cause.

-----   END   hlvis -----



hlrad v2.5.3 rel Custom Build 1.7p15 (Jun  3 2004)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to ([email protected])
-----  BEGIN  hlrad -----
Command line: C:\PROGRA~1\EDDI'S~1\ZHLTCO~1\ZHLT\hlrad.exe "c:\documents and settings\goten\my documents\my received files\ecx\maps\rmfs\city3"
>> There was a problem compiling the map.
>> Check the file c:\documents and settings\goten\my documents\my received files\ecx\maps\rmfs\city3.log for the cause.

-----   END   hlrad -----
Thank you all again :)
 
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It wouldn't be that, look at wpoly, that is in perfect range, I think it might have something to do with textures or you pausing the compile, did you let it run for 2 hours to complete? Don't worry, mine also does that with half of my maps, dunno why map was structured badly or something, but that's ok.

Oh and btw, that's a s!ck map you've got there, I love it, I hope you release it to us, I'd love to play in it! Oh and which entities are those big ones, Ive never seen ones that big before o.0

EDT: Oh sorry man, lol, you posted while I was posting, well then it's solved, but what are null textures?
 
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clipnodes is not about your "clips" in a map...
it's whenever a new brush starts the "air" gets "cut"..it's hard to explain..
 
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clipnodes is not about your "clips" in a map...
it's whenever a new brush starts the "air" gets "cut"..it's hard to explain..
I thought u were talking about how many times did i used the clipping tool ^^ sorry

Oh and which entities are those big ones, Ive never seen ones that big before
trees ^^
but what are null textures?
I'm not really sure lol :p all i know it they are transparent and create a cool bug that makes a trail..hard 2 explain ;/
 
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donnierisk said:
i think I understand what you mean...0.o, like it's an invisible brush? the air I mean?
yep thats right
^_^
 
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unbelivable that noone noticed this obvious error yet...
o.0 you run csg bsp vis and rad like 3 times ...
 
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atleast i didn't have a watch at the log yet xD
 
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DJ-Ready said:
unbelivable that noone noticed this obvious error yet...
o.0 you run csg bsp vis and rad like 3 times ...
Is this good or bad ? :]
 
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bad =o do you still manually skip your compiling? dont break it and let it go on it's own.. also for a suggestion select every brush, go into the texture tool, and deselect all the faces you can see ingame.. apply the null texture to all the faces you can't see and that should reduce the rendering speeds a bit

i'd also fit the texture more cleanly on each face
 

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