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visleafgroups?? with MohaaRadiant it was possible to work with visleafgroups. these are big brushes that you place over an a big part of the map. when you play the map the game engine only makes that part of the map what is in the visleafgroup(brush) where you're walking in. the rest of the map is not made, by leaving the visleafgroup and enter the next one the engine only makes that part of the map that is in that visleafgroup. so it makes a big difference with FPS because he doesn't have to make the rest of the map. does anybody now how to do that with GtkRadiant,(1.3.7.dev), and does anybody now how to work with detailbrushes, and does the realy bring the FPS that mutch down, because with MohaaRadiant it didn't matter at all!!! leon. |
yeah every brush needs to be detail except the ones that block vis... and the visleafthingies in sof2 are called hint brushes i think... use the portal viewer plugin to see how the map is cut up, and cut it up more where needed |
i will try that with the hint brushes, only how can i open that portal viewer, i think that this will bring me close or even solv my problem with compiling. some one did say that to see the FPS i should typ; \cg_drawfps1 to see FPS and the same without 1 but than 0 should take the FPS again out of the screen. only, when i typ that \cg_... i don't see the FPS. or do you have to do something else. (with mohaa it was enough to put in some code like above in the consloe and then you did see the FPS in the bottom of the screen wile playing. so; - how can i see the FPS - how to open the portal viewer adn what to do with it. thanks, very dangerous, deadly banana. leon |
to load the portal thingy you need a prt file, and you get that by compiling your map (ai, that might be a problem... lol) and for fps just type /cg_drawfps 1 in console |
finally, it took me more than 4 days to get it right! now the compiling does go on again. i did get a few options of what could be wrong and why he didn't compile. one of them was that i did need to close down the option of bsp monitoring. i did that a few days back, but than the game didn't start after the compiling, and that was what i usely did use as option. so i was asuming that the compiling also didn't took place. now i know it does, but by shutting the option bsp monitoring down you automaticly shut down also the option of startting the game after compiling. so, i did get 2 more errors from what i didn't understand enything, but it is okee. just 2 or 3 more days and the sp-map is finisht!! leon |
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