Charles J. Guiteau (no. 2
Banned
- Joined
- Sep 16, 2022
- Messages
- 88
Bandicam momentView attachment 26787
guys i added & touched grass
Nope, that's not intentional. That's the lighting being fucky.Lighting looks very purple-ish in some areas, is that intentional? Looks kind of odd imo.
I believe it's due to poor optimization. Use areaportals and skip/hint brushes, there's a good guide that explains a lot of stuff. Although you should do that when you're finished with layout and stuff like that.Also yes, I swear I'm still working on it, I'm currently experiencing some bugs regarding the map crashing due to "too many indices for vertex buffer".
View attachment 26884
bish ive placed areaportals at every door and ive even created ugly ass poles at basically random in the map to devide the map up into chunks and it STILL decides to fuckin fucky fucky aroundI believe it's due to poor optimization. Use areaportals and skip/hint brushes, there's a good guide that explains a lot of stuff. Although you should do that when you're finished with layout and stuff like that.
Optimization in Source: A Practical Demonstration | Nodraw.net
Optimization is one of the least understood parts of mapping in source; there is a lot of hearsay on the matter and generally the topic can appear overwhelming to new mappers. Today we’re going to…nodraw.net
By "everything" I hope you don't actually mean everything, turning too many things into func_detail will worsen perfomance. You should only turn brushes that don't significantly affect visibility to func_detail (fences, pillars, steps, small brushes and some others).ive also tried deleting like a few dozen props and turning everything to a func_detail.. yet that also doesn't work
To be fair I've kind of dropped it a tiny bit right now.. I just can't seem to figure out what on earth is causing the godforsaken issue in the first place.@hehe troll Any progress on optimization?