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Optimization, How to make better performance for your map
Tatu Eugen
post Jun 24 2019, 01:23 PM
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Making maps for GoldSrc you will face sometiems with fps-drop, lag, etc. this means your r_speeds is bad.

Load a map in Counter-Strike or any game GoldSrc, and in console type: r_speeds 1 you can see numbers about r_speeds type developer 1 you can see it on top in ur game, moving on the map, polly, epolly will increase/decrease.

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We have the following numers:
FPS
Network
Wpolly -> World Polygons
Epolly -> Models Polygons

A decent Wpolly would be 800 max.

Type in console gl_wireframe 1 or 2, and see how the map see the polygons (if the command don't work, just quit game and open again, open console for the first time and type: map de_dust, after type gl_wireframe 1), you can do some modifications for better results.
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Method 1. Map plan
This is the most important thing in my opinion, most important step is how you build the map.
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Method 2. Scaling up textures
Use this method for the floor/ground textures with size 256x256. scale at 2.00 Y / Z. Of course you can use for multiple blocks/textures.
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Method 3. Let one size space betwen...
This is the most common method used, is used in de_train also. You must leave 1 size betwen your block and the other block.
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Method 4. Use func_
You can use func_walls for crates for example, func_detail, func_illusionary.
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Or you can on details (cars, doors, etc.)

Method 5. Use special textures on back of the blocks
Is easy to use and can save some polly. Use NULL texture on the back of the brush, or the faces that player can't see, example:
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Method 6. Don't use tons of blocks to make things, use models instead.

Method 7. Use hints
Using HINTS can save some serious polly from the map. I use HINT texture just on the face where players comes, on the other faces i used SKIP texture, is used for a corner this method, how to do it:
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Method 8. Correct sky build
How to build sky

Method 9. Full compile
Add -full to vis compiler in expert mode compile in parameters. This take more time to compile, but can save tons of polly in your map.

Method 10. Brushwork
Making less is better for optimization, for example one block can have 2 paths instead of one.

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Hope this methods can help you! Enjoy..


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afpromania
post Nov 9 2019, 10:36 PM
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Ai uitat un lucru important dupa parerea mea si de cele mai multe ori (99%) motivul pentru care o harta are drop fps si anume: nu sunt block-urile lipite de sky, si automat apare eroare la generarea luminozitatii, probleme cu entitatile, samd. s0234.gif


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Tatu Eugen
post Nov 9 2019, 10:50 PM
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QUOTE (afpromania @ Nov 9 2019, 11:36 PM) *
Ai uitat un lucru important dupa parerea mea si de cele mai multe ori (99%) motivul pentru care o harta are drop fps si anume: nu sunt block-urile lipite de sky, si automat apare eroare la generarea luminozitatii, probleme cu entitatile, samd. s0234.gif


Credeam ca vine de la sine... o sa editez umpic s0201.gif


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