co_sechala
fakker2
Join Date: 2003-02-24 Member: 13913Members
<div class="IPBDescription">like machina</div>hi, im from Aargentina and this is my first map
it take to me 3 weeks to complete
<a href="http://rapidshare.de/files/33335823/co_sechala.rar.html" target="_blank">DOWNLOAD LINK (rapidshare)</a> 3mb
<img src="http://img76.imageshack.us/img76/2218/cosechala0016wv2.jpg" border="0" alt="IPB Image" />
<img src="http://img102.imageshack.us/img102/4689/cosechala0017ga1.jpg" border="0" alt="IPB Image" />
it take to me 3 weeks to complete
<a href="http://rapidshare.de/files/33335823/co_sechala.rar.html" target="_blank">DOWNLOAD LINK (rapidshare)</a> 3mb
<img src="http://img76.imageshack.us/img76/2218/cosechala0016wv2.jpg" border="0" alt="IPB Image" />
<img src="http://img102.imageshack.us/img102/4689/cosechala0017ga1.jpg" border="0" alt="IPB Image" />
Comments
First of all r_speeds, hl1 worst nightmare.
r_speeds are the amount of brushes rendered (well the w-poly part is), for a map in ns you want to keep these below 700, and for commander mode an absolute max of 1000. You can walk arround in your map using developer mode (console developer 1), then type in the console r_speeds 1. This will then give you a view of how many w-poly/e-poly are being rendered at that current time and place in the map.
I came across r_speeds arround 800-1300. however I might have an idea how to fix it without a whole lot of work. When I walked trough your map with gl_wireframe 2 (also typed in console) I saw that some brush based entities were being rendered trough walls and even from the other side of the map. This is normal hl1 behaviour, however it's unwanted behavior <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
There is something you can do, some of these brush based entities were combined into one huge entity. If it's overall dimension is to big (I think greater then 800 grid) it will be rendered all over the map. So you might want to check some of these and put them into individual entities.
Now you might say, but then my total runtime entities will go way up. True, but have a look at the screenshots I made... I put comments on the screenshots themselves...
<a href="http://members.home.nl/m.borgman/ns-forum/co_sechala/co_sechala0000.jpg" target="_blank">image1</a>
<a href="http://members.home.nl/m.borgman/ns-forum/co_sechala/co_sechala0001.jpg" target="_blank">image2</a>
yes i try to put thats entities into individual entities
but i dont have idea how do that :S
how i desagroup a big entitie and make individual group of entities?
PS: sory, my english is very very bad <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
If you're using Hammer:
You need to select the entity in question then rightclick on it in one of the 2d viewports and select "move to world", this wil then turn all of the brushes which are in it back to a normal brushes. Then it's just a matter of selecting the individual brushes once more (per object) to turn all of them into a overall smaller entity.
I have no idea about quark, but I think it should be in the manual. That is if you're using the quark editor...
and yes hellbilly the hive is like machina, (see the titule of the thread)
That hive is almost a replica of a hive in ns_machina by Merkaba. Don't know if that is such a good idea. <img src="style_emoticons/<#EMO_DIR#>/confused-fix.gif" style="vertical-align:middle" emoid="???" border="0" alt="confused-fix.gif" />
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if it was made from decompiled work, then that would be bad. As long as he didn't decompile it, it's probably ok.
look this
here i take the idea
<a href="http://www.unknownworlds.com/portfolio/" target="_blank">http://www.unknownworlds.com/portfolio/</a>
in LEVER DESING