Discussion in 'Mapping' started by Omneh, Feb 16, 2009.
I just got a nerdgasm,
Ah dear science, that map looks sexy.
Sexiest map evar.
Just compiled it tonight on OmegaK2's god machine...
... well, I'm pretty sure you can guess whats gone wrong from the screenshot.
On the plus side, it looks beautiful.
I honestly don't know whats causing static prop rendering to spaz out, there is a theory that it might be a singular extremely laggy model I accidently loaded into the map when I was making the tunnel exit.
It was decided to have depression mode optional, so you can switch on colour correction for happy mode, and switch it off for emp_despair.
Anyone caught using misery mode will be shot on sight.
Less rain and more sunshine might help with the mood swings and the fps.
Unless a recent patch (i.e, in the last four or five days) has caused rain to qualify as a static prop, I highly doubt that.
perception doesn't' hurt FPS, it tends to help with it, played with this on TF2. I'd say turn down the light a bit, give it a darker tone, but still leave everything pretty lit up as it is, i like the looks of this
When i was playing with it in a few TF2 maps, the higher perception count didn't seem to lower my fps, it actually raised it a few counts. Dunno if i was just lucky or not, but just shows that it doesn't lower your frame rate.
ya high precipitation doesnt effect fps like at all on my maps either, whatever valve implemented is rather effective really.
MINIMAP (YES IT DOES LOOK LIKE EMP_FOREST, I HAVE SIMON'S BLESSING HOWEVER)
Also, more screenies.
(SORRY IN ADVANCE TO EXTREMS)
Nextgen bloom!!!1111 ftw
Should be released, liek, soon
EDIT: hey wait I spelled that right, I r confused now.
EDIT^2 : oh I guess thats for drummer boy.
it didn't catch the second parenthesis
The fps problem in this map is prop-spam (should be better now ) and that it draws almost everything (gemoetry/brush wise),but meh, it should be OK now...
If you don't screw the fps again >
bitches don't know about me switching off dynamic prop shadows
Dynamic prop shadows shouldn't show up on static prop rendering budgets.
Every little helps.
Seems I was a little overzealous with the func_detailing as well, which was causing the majority of the bunker (and the props therein) to be rendered.
Oh so that was you? I thought it was me, I never actually got round to optimising the bunker so I was kind of expecting a lot of it to be rendered because of all the little fire ports.
HELP IS REQUIRED!
Emp_Silo is now finished, but due the need for removing visclusters because they were eating my FPS, and the antiquity of my computer, I am unable to compile it in a reasonable amount of time without help. Unfortunately, brutos can't VMPI it, and I now need to find someone with a reasonably fast computer who is willing to leave it on for a while (I can't really say how long, but less that 12 hours, definately) to compile it. Either that or someone who posesses the know how to setup a VMPI compile. My unending gratitude goes to those who help out.
i could help i guess
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