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Post by jeremiahmassacre on May 24, 2009 11:39:53 GMT
Okay so, so far your tutorials have been a major help I say thanks a ton for posting all of the videos You're very in-depth on how to do this and that In fact I've used your tutorials for anything I really needed help with (Save for ladders, I just ghetto rigged them lol) Of course theres still a few things I intend to figure out on my own, thats for sure So I won't be bothering you with anything on the tutorial lists But one problem I have is when I run the map and check for glitches, errors, things misplaced etc. it becomes choppy and/or laggy this isn't the first time either the first map I made was also choppy and/or laggy for myself as well as other players. I asked around and heard it was about optimizing the maps but I have no idea how to do that, nor could I find anyway for someone to help. Other then that I pretty much have everything down pat, and am learning fine from your tips and tutorials. So if its not too much of a bother I was just wondering if you could help explain how I could optimize it and make it run better. If not it's fine I understand, just thought I'd ask =0] Take it easy
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Post by john88z on May 24, 2009 15:43:10 GMT
Most of the time its either complicated brush work or a problem that causes lag. Also vvis set to fast. Optimization your map is pretty simple unless you do have a problem with it. Heres all of them Replace textures you do not see for the nodraw texture group brushes together and make them a func_detail lower the amount of colored lights lower the amount of lights over all add a env_fog_controller in your level make some lights dimmer, last number is usally at 200 and is kept as such for many maps, lower it to 50-100 make your skybox closer to your level not a thousand blocks away from your actual map.
Btw the way on an unrelated topic, proper ladders are not the ladder texture on a brush but a prop_static with a ladder skin and an brush covering it with a invisible ladder texture.
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Post by ant600f2 on May 24, 2009 16:14:28 GMT
Great quickie write-up on the optimization, John! You'd be amazed about the number of things that people muck up when trying to make a large, or complicated, map and have FPS/ lag problems. Other than those that john88z mentioned, sealing off your sections, making them into sectioned portals is a quick way to ease optimization, as well. It makes the actual written area (that as seen by the player's POV) exceptionally smaller. Say you're in a house, and want to optimize it for X, Y, or Z, you'd 'cover' the doorways and windows with the 'areaportal' texture. What this does is make the immediate written area only that of the house, not the house AND the outside world. Here's how to do it: 1. Create the areaportal volume with a single brush solid, completely sealing the space between the two areas that you wish to control. (Multiple areaportals side-by-side can do this if necessary. Avoid giving more than six sides to any single areaportal entity.) 2. If the areaportal is connecting two areas like a doorway, make the areaportal brush the size of the opening, and the thickness the same as the walls it is connecting. If the areas are open areas, such as an outdoor section, the thickness can be of any size (grid sizes of 8, 16, 32, etc. are typical). 3. Apply the tools\toolsareaportal material to all faces of the brush. 4. Tie the brush to a func_areaportal entity. 5. Set the Initial State keyvalue so that it doesn't end up blocking visibility when it shouldn't. If you wish to link it to a named door, set the Initial State of the portal to the same initial state as the door, and put the name of the door in the Name of Linked Door keyvalue of the portal. When the door is closed the Initial State of the areaportal should be Closed too, and vice versa. Tip: When linking an areaportal to a named door, make sure it is thinner than the door model itself to ensure the latter will be rendered when closed. <Cite: developer.valvesoftware.com/wiki/Areaportal>
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Post by Jxm on May 25, 2009 0:14:29 GMT
thanks guys I really appreciate the help. I hope it wasn't much of a bother to lend some helpful tips haha Just a begginner at map making But I'm glad you guys could shed some light on my issue (this is Jeremiah by the way, I just didn't sign in haha)
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Post by blue on Jun 16, 2009 18:07:13 GMT
Well, I just learned how to use the areaportals!
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Post by ant600f2 on Jun 20, 2009 11:53:56 GMT
There is, however, ALWAYS some kind of issue that seems to haunt/ plague areaportal usage:
The inherint error that says that said areaportals aren't touching two surfaces.
So far, neither Valve, nor it's users (that I've been able to stumble across) have been able to find out WHY this error occurs or how to fix it.
If anyone has THIS answer, please post it.
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Post by 3kliksphilip on Jun 21, 2009 17:10:32 GMT
Doesn't it mean that you need to place them so they're actually sealing an area? If here's a way around the level some other way then the area portal won't work.
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Post by ant600f2 on Jun 22, 2009 22:59:58 GMT
Erg... I'll have to take a pic and post it, better explaining what the issue seems to people trying to use them.
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Post by john88z on Jun 22, 2009 23:36:57 GMT
Yes this is the most annoying error ever. Ive placed them correctly sealing off an entire area yet somehow the leak goes through the walls then through the skybox and can touch it again.
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