dm_piha, released soon

K

Korpisoturi

Guest
Hello, this is my first map and I've been working on it for a month now and it is almost ready. However, it has some serious problems I can't solve:

- some decals and func_door_rotatings are drawn fullbright from some directions
http://img293.echo.cx/my.php?image=decalvirhe4uo.jpg

- the carousel-model casts a shadow some 10 meters above the model into the air (?!), the shadow can only be seen from above
http://img293.echo.cx/my.php?image=karuselli0fo.jpg

- the greatest trouble is the fact that the fps-rate in most places is between 10 and 20

Well, to the map. The map is placed into an abandoned cluster of buildings in the middle of a desert. There are two buildings, a yard (from which the map got it's name piha=yard (finnish), clever aint it?) and a collapsed building. Both the buildings have almost complete interiors, with about 60% of the rooms passable. The roofs of the both buildings are also passable.

I'm working on the problems, and the map will be released some time soon, however, if someone knows how to deal with the fullbright-problem or the carousel shadow please tell me. Solutions for the fps-problem are also accepted..

Some screenshots:
http://img43.echo.cx/my.php?image=kuva20vg.jpg
http://img43.echo.cx/my.php?image=kuva67il.jpg
http://img43.echo.cx/my.php?image=kuva53pa.jpg
http://img156.echo.cx/my.php?image=kuva75rv.jpg
 
Not a bad looking first map

I think bad fps will be mostly unavoidable in some places in your map just because its so open.
 
Hehe, kiitti samo :p

Limpet said:
I think bad fps will be mostly unavoidable in some places in your map just because its so open.

So open spaces in maps always cause fps loss?!

I've tried adding occluders and modifying the props' fademaxdistance, but nothing seems to help.

The showbudgetscreen:


How can I lower the world rendering cost? Areaportals are practically useless, because it's a multiplayer map. Some tutorials suggest to reduce the amount of world brushes. Wtf are world brushes?

I'm working on an open DoD map now and if I can't make vast open areas the map will be doomed!
 
world brushes are just the regular brushes you used to create your map. if they arent world brushes, they are func_detail entities, which i am suspecting you dont have very many in your map. make some more func_detail and perhaps it will cause less strain.
 
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