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HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
  #21  
Old 06-07-2009
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Originally Posted by Oddjob View Post
Decent? That's only a couple steps from top of the line. Mine's "only" an 8800gts and I get 100+fps on skywalk.
i have the same card
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Originally Posted by Black™ View Post
3d skybox, cloud texture. Pillars go "through" it. Done.
as if by magic
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  #22  
Old 06-07-2009
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Well in hammer i see one thing you have done a bunch of times that can be bad. Yours curves...

You should make them look more like the ones on the right, I counted 10 half circles like this each with 16 slices, you can turn 160 angle brushes (source do not like angle much) into 10 ok ones. Make sure to func_detail them as well, be sure to func_detail the red/blue signs too.




Also if you can figure out your fog (blacks suggestion is nice) you can make the skybox less deep. It's insane deep atm and its just a void, if it were smaller it would help fps alot. Keep the height, lose the depth.

Also the env_sun no longer needs a info target, you can "use angles" int he light_env itself and this site http://developer.valvesoftware.com/wiki/Sky_List It has proper light angles and such for the skybox, not sure if you were into making ur own angle or no tho, just thought it would help.

<333

However above all else...



No...

Lot less number plz...

LOTS

For lol's i put that fog brush into a 128X128 map and got 19fps...
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  #23  
Old 06-07-2009
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#s sent me that last pix. i thought it was a joke. turns out wasnt.
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11:29 p.m. - ☢ AZgAg: did the fgd was moved?
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  #24  
Old 06-07-2009
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numbrars so halpful and niec
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  #25  
Old 06-07-2009
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wow i can't believe i actually used that many particles, so ya that is a problem. i didn't rlly get any lag looking at it, but i'll still fix it. maybe what i can do is make another skybox like the ones u use where u make small objects look alot bigger in the bigger skybox. and i could make pillars in that small one. then i could drastically change the particle count so u can still sorta see clouds but they don't eat ur fps. so do u think this will fix it? i could probably do this, but i rlly don't know how. i could just look up a tutorial, but tell me if i should do this first.

also by changing the red and blue signs, u mean the letters above the spawn room entrance right?

and how exactly did u make that other half circle?
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  #26  
Old 06-07-2009
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Quote:
Originally Posted by Oddjob View Post
If his figures are right, then yeah. I'm no mapper, so I can't say what might need fixing, but 20 fps with that card isn't right. Most modern games shouldn't even go that low, let alone a source game.

What kind of framerates are you getting? i mean, are yours about the same as they are for other maps?
(cl_showfps 1, by the way)


full res here: http://img7.imageshack.us/img7/628/20fpswut.jpg

LOL 999999999999999. I don't know the first thing about source mapping but that just sounds ridiculous.

To clarify; I hit a steady 20fps by standing on a 1x5 off the side of the platform and looking down- absolute worst case scenario for a single person game; the entire screen viewing fog, see pic.
Not to go into extreme detail about my setup but performance leaching "stuff" that was running/on/enabled at the time are always there when I run sf. With those unnecessarities (AS A NOUN!) I occasionally dip below 150 but I never ever go sub 100.
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Last edited by vonce8; 06-07-2009 at 06:37 PM. Reason: missed a few 9s
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  #27  
Old 06-07-2009
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good stuff
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  #28  
Old 06-07-2009
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Well you can make those curves two ways, one is with the magically awesome clip tool.

http://developer.valvesoftware.com/w..._Clipping_Tool

I just made a box the same diameter over the curve in that pic in the side 2D view and clipped the corners so it matched your original shape.

Another way you could do it since you have 16 slices, would be to use the block tool to make a cylinder with 32 faces and clip it in half, then you would have to use the vertex tool (maybe) to drag the points of the brush to line up with the grid.

As far as the red and blue signs, just select each piece and "tie to enity" and select func_detail. This again is an awesome thing you should do.

This is from the valve wiwi about func_detail(I'd post it all but reading, it throws alot of terms at you perhaps you may not know yet?)

Good candidates

* Pillars, plinths and supports
* Free-standing walls
* Suspended walkways
* Stairs (create a smooth wedge-shaped world brush underneath)
* Small buildings
* Rotated brushes
* Very small or thin brushes


Side note, that was some awesome looking fog, best I've seen in Episode one engine haha.
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  #29  
Old 06-08-2009
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Originally Posted by Khuskan View Post
Khuskans first rule of mapping ^_^

You should be able to capture the enemy flag without jumping at any point.
how about you make moooar maps?
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  #30  
Old 06-08-2009
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YEAH KHUSKAN WHY HAVENT YOU BEEN MAKING ANY MAPS?

GET TO WORK!
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