Can any mapper or who is good in editing maps … fix this map?
http://www.pythononline.co.uk/et/2tanks_171.pk3
Map is very nice except the FPS issues… FPS drop by huge amount on that map… Any fix to increase the FPS on that map would be appreciated!
Can any mapper or who is good in editing maps … fix this map?
http://www.pythononline.co.uk/et/2tanks_171.pk3
Map is very nice except the FPS issues… FPS drop by huge amount on that map… Any fix to increase the FPS on that map would be appreciated!
It’s already almost the max possible optimization-wise:
http://www.pythononline.co.uk/et/tutorial18.htm
I never had FPS issues on this map, even with my old XP from 2004. It’s something user-side 
Edit: Is it me or the 2Bit website disappeared from a day to another? o.o
[QUOTE=Mateos;486121]
Edit: Is it me or the 2Bit website disappeared from a day to another? o.o[/QUOTE]
its just you 
I don’t think turning most houses into structural would change a lot, but could be tried, with some hinting. I don’t have the time to do it myself atm 
No it wouldn’t really help. You’d need to alter the layout with VIS in mind.
Also in his example of 6flags he could have easily split the map into lots of little sections like you find in Radar and Fueldump, the tall hills are perfect for it. To be honest all of them there are bad examples because none of the maps haven’t been designed with VIS in mind first, I had exactly same problem with all my early maps.
About hinting…
What is the use of hinting…
The only thing ive noticed is that hinting make error bigger, but if there are no errors, no diffrence.
Well partial fixing is possible in many maps with bad vis. It is possible to add structural caulk walls inside mountains or caulk boxes inside houses. They should be all equally tall. Then have blocksize split 1024 1024 0. Then create a Z axis hint that covers whole area. That hint is aligned with those caulk brushes. Then apply some regular angled hinting. Now whenever you stay below that Z hint FPS is good. Fighting on regular ground level is smoother. If you fly as a spec or climb on the mountain to go above that Z hint, the FPS gets as bad as it is now.
Do not make any single houses structural, it will just make it worse with zillion useless portals… If you want, rather add a caulk box inside it. That applies if the house is not enterable.
Just yell arrr if this explanation is unclear, and I’ll demonstrate it with an image of a not-properly-planned-map. 
Agree on hence FPS fix for that nice map. Map is really nice for 16 vs 16…
[QUOTE=Mateos;486121]It’s already almost the max possible optimization-wise:
http://www.pythononline.co.uk/et/tutorial18.htm
I never had FPS issues on this map, even with my old XP from 2004. It’s something user-side 
[/QUOTE]
80% of players on my servers complain for lag on that map. they don’t complain for lag on other few maps but this map is horrible including 110 Factory one. Both maps are nice but cos of FPS issues hard to put on server.
If someone can fix both maps it would be really really awesome!
2Bit never released any source file ^^’ Excepted for his tutorials.
@oveove @ailmanki +1 for the lmgtfy, but pointing an advanced tutorial for a beginner, nah ^^’
I’d suggest this, and oveove would have never found it, because the website is dead, but reachable through the Wayback Machine:
http://web.archive.org/web/20110205062503/http://www.nibsworld.com/rtcw/tutorial_detail_and_hint_brushes_part1.shtml
I think shagileo also made a PDF about it, somewhere in sticky topic…
Edit:
http://forums.warchest.com/showthread.php/20555-Hint-brushes?p=213673&viewfull=1#post213673
your explanation is good, this explains why my hint brushes didnt work… and if you need a bad map… try one of mine
(but thats why I also drop the source out… maybe someone make a better version of the idea
he he