Editing and Customization > Community Content
Ge_MI6_HQ
Boris_Crack:
By the way, does anybody has any idea on what could be causing these floor glitches I'm having ? From 1:19 in my video update. Thank you.
Luchador:
--- Quote --- By the way, does anybody has any idea on what could be causing these floor glitches I'm having ? From 1:19 in my video update.
--- End quote ---
I suspect it's because you have all those wall panels meeting the floor. The compiler wants to optimize the geometry but can't handle so many intersections against the floor brush. Rather than make all those panels out of brushes I'd make a wall texture with the recesses put into the normal map. It would be far more efficient in terms of performance and solve the floor glitch, too.
--- Quote ---It's looking pretty good. I'm just afraid that when you put the roof on, it is going to be a bit claustrophobic.
--- End quote ---
If the ceilings are too low raising them would be really easy since this map is on one floor. Just select all the geometry, go into vertex mode, select the top half of the vertices and raise them.
Boris_Crack:
--- Quote from: Luchador on January 29, 2012, 03:51:54 pm ---
I suspect it's because you have all those wall panels meeting the floor. The compiler wants to optimize the geometry but can't handle so many intersections against the floor brush. Rather than make all those panels out of brushes I'd make a wall texture with the recesses put into the normal map. It would be far more efficient in terms of performance and solve the floor glitch, too.
--- End quote ---
Thank you for the response. I func_detail'ed all of them and most of the floor glitches are gone. For the rest, I'm gonna nodraw the back of the panels and see how that works. As for the performance, my map runs quite well. The reason it's laggy in the video is because I was recording and playing at the same time and my computer isn't that strong.
Boris_Crack:
The nodraw thing made it worse.. Do you think that pushing the panels one unit further into the floor would do it? Because I really wanna keep the panels.
The Cy:
you shouldn´t transform all of the walls to func_details, because some of them seal off the world outside. use func_details only for the interior world. otherwise you cause leaks, wrong lightning and a bad performance. I recommend using the "load pointfile" and "check for problems" options in the hammer editor. and very important: don´t overlap your brushes.
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