About Zhlt 2.5.3
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<div class="IPBDescription">subdivide...</div> since the subdivide value can be increased to 512, wouldnt that effectively lower the r_speeds in open areas/hallways ?
since increasing the subdivide value can cause problems in software mode, there wont be any problems doing it with NS
since increasing the subdivide value can cause problems in software mode, there wont be any problems doing it with NS
Comments
Somewhat like nosubdivide in zhlt.wad. Or we all go mad, set subdivide to the highest number and add hint textues at every corner *g*
No seriously, it is a problem with HL maps. Remember those Unreal deathmatch maps that were converted to HL in the first years? They were slow as hell because they were mad of a lot of large rooms. There were potential visblockers, but none of them worked for HL. And then there were these large walls with 1x1 texture scale <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Finally we can only find out if it helps to increase subdivide when we test it on a detailed NS map as they are quite different from the usual Half-Life maps, the entities are displayed another way and the hardware has also evolved in the last 5 years...