05-18-2008, 07:05 PM | #21 | |
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05-18-2008, 08:57 PM | #22 |
Holy shit, thats kerrigan!
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do NOT use fog, it ruins the spy's cloak
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05-18-2008, 10:14 PM | #23 | |
Join Date: Apr 2007
Location: Hiram, GA
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05-19-2008, 05:51 PM | #24 |
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The fog goes through the whole map. There is no outside of the fog.
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05-19-2008, 06:06 PM | #25 | |
Insert stupid title here.
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05-19-2008, 07:41 PM | #26 | |
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I've seen people on mapping forums ask for optimization help, and sometimes there was literally nothing I could do for them, because they insisted on putting in windows and doors that leave the entire map open to rendering. They started thinking about optimization far too late. I've wanted to write a tutorial about designing for optimization, because most guides ignore the issue. They start with a finished map and then talk about hints and areaportals. They assume that you've taken steps to limit visibility, but no newbie knows how to do this. |
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05-19-2008, 11:11 PM | #27 |
Gets tickled by FF
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I agree so much that I could've written what he said word for word lol.
I offered to help someone too but once I had the vmf decided I couldnt cause the map was made in such a way it couldnt simply be optimised. So what I had to do was remake part of the map just to prove him that you have to build the map with optimisation in mind. NOT build the map then say "Oh now it needs optimisation". One problem, if the person cant optimise it themselves then they aren't gonna know how to make the map in the right way in the first place...Theres so much to learn but no CLEAR (easy to understand) tutorials explaining it ALL. We/someone (lol) REALLY should make a tutorial. This post basically said the same as carl.. I'm riding with ya bro Peace |
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05-20-2008, 10:15 PM | #28 |
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There are a lot of tutorial out there for HL2DM / other mods, no need to rewrite.
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05-21-2008, 08:48 AM | #29 |
[AE] 0112 Ihmhi *SJB
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I'd love to hear how ff_pigskin was optimized, and why ff_waterpolo fails it - especially since pigskin has a bigger open area than waterpolo.
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05-21-2008, 04:04 PM | #30 | |
Stuff Do-er
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#FF.Pickup ยค Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington |
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05-21-2008, 07:35 PM | #31 |
Gets tickled by FF
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lol
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05-21-2008, 07:53 PM | #32 |
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so yeah...can someone point me in the right direction for learning optimization.
I read this tut and am still very confused. My problem is that my map is talking WAY to long to compile (like 12+ hrs)...some of that is my crappy computer, but it still shouldn't take vis that long. I have a lot of func_details and that's all working well, but I think that I need to be using hint brushes. Only when it comes to that I am a complete newb. Is there any tutorial that can tell me exactly how the brushes work and like general rules for where to place them etc?
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05-21-2008, 09:41 PM | #33 |
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There are plenty of tutorials on hint brushes everywhere. A google search will get you there. Here's one for you: http://www.fpsbanana.com/tuts/5149
Another one: http://sdknuts.net/tutorials/wiseHINT.asp |
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05-22-2008, 12:10 AM | #35 |
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that's what I'm talking about Blis! That's perfect, I only read about half of it now, but I will finish it tonight for sure.
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