Gotta love the wifes influence 
New Map : desert rats
yes will be great to can have in the map s readme for how many players is the map :d
You probably have a high gamma in your game. When you take screenshot then the extra gamma is not captured. The pictures show how the map looks with neutral gamma. Most likely it won’t be a problem, since everyone and their grandma sets their ET to have +125125124 in gamma anyways.
Yeh, had my gamma on 1.4. Did some more testing on the fps etc. I still have players with bad fps in the map, where mine stays stable between 85-90 (max at 90). You would think, they have a bad videocard…well they do :)… but they say they normally have a fps of 75 and in this map 20-50… Ok the first part is a bit open terrain, but the second part is inside a fort.
No clue why yet… 
I noticed that the panzer tanks on axis spawn makes the lag,when you look@them: bah loss of 30 fps(cuz I’m limited to 100,might be even more:rolleyes:).And indeed this boy have bad videocard but with a radeon 4850 I got problems huh
Try making some LoD models with panzermodel_1.md3 panzermodel_2.md3,It might fix the problem…Also maybe having less tanks and using the panzer model instead of jagdpanther,would be original to have a fresh tank model:riflenade:
Ok, will kick tanks out and replace it by the one from radar…
EDIT : aha…now I know why I didn’t do that… when main tank moves… the others stand still, but their tracks move too.
models/mapobjects/tanks_sd/jagdpanther_temperate_body.md3
Anyone have a nice low poly German tank ? Or maybe Ill reduce the number of tanks on that spot.
Current tank specs:
Geometry: Polygonal
Polygons: 4,074
Vertices: 3,814
Textures: Yes
Materials: Yes
Rigged: No
Animated: No
What does the tank wheels animate ? Is this the model or a shader or so… clueless on models. 
Ok, found a better one :
http://www.the3dsite.com/cgi-bin/producto.cgi?id=330
Geometry: Polygonal
Polygon Count: 2124
Number of Vertices: 1343
Textures Included: Yes
Materials included: No
Model is Rigged: No
Model is animated: No
Model for Game: Yes
or http://www.the3dsite.com/cgi-bin/producto.cgi?id=355
Geometry: Polygonal
Polygon Count: 1931
Number of Vertices: 1207
Textures Included: Yes
Materials included: No
Model is Rigged: No
Model is animated: No
Model for Game: Yes
Or http://www.the3dsite.com/cgi-bin/producto.cgi?id=339
Geometry: Polygonal
Polygon Count: 1728
Number of Vertices: 1069
Textures Included: Yes
Materials included: No
Model is Rigged: No
Model is animated: No
Model for Game: Yes
The animated wheel of the tank is a scrolling texture.On your example tanks you show on this site,I think the last one with 1728 polygons is the best because it has the lowest poly count and a camouflage texture(well it doesn’t fit desert but more temperate).If you don’t want using those then I’ve got one solution:
On axis spawn,replace the panzers by destroyed Churchill tanks! I dunno why on a place that is not covered by AT-gun there would be destroyed axis tanks!
Then try to use that beautiful panzer as the main moving tank
and use LOD ok? 
Then no more moans from your clan members having low spec computer!:stroggbanana:
Destroyed Churchills is a good idea !
beautiful panzer. LOD ? Syntax error…need input.
level of detail. depends on ur range. interesting and helpfull, but is using too much entities as it has to be misc_gamemodel.
nice technical explanation. really in depth knowledge here
let me expand it a bit.
lod (=level of detail) determines in most cases one out of three modeltypes of that model to be drawn depending on the distance between you and its origin.
first modeltype is very detailed in tris.
second modeltype is less detailed
and third is the most less detailed one.
now beeing far far away modeltype three of that model gets drawn to save a bit of tris and therefore performance as from human point of view you almost cant judge wheter modeltype three or modeltype one from distance is drawn, (if lod is used well).
Ok, replaced the four axis tanks with two destroyed churchills…
thanks for all the info guys… 
Happy that you will do my idea 
Just one last thing,making some entry door as in fueldump for axis spawn.
Like this:
Because IIRC there’s nothing there and so it’s not realistic.
Just a detail
Latest screens :
http://www.p0wnd.nl:668/images/Screens/screen1.jpg
http://www.p0wnd.nl:668/images/Screens/screen2.jpg
http://www.p0wnd.nl:668/images/Screens/screen3.jpg
http://www.p0wnd.nl:668/images/Screens/screen4.jpg
http://www.p0wnd.nl:668/images/Screens/screen5.jpg
Nice screenies, looking forward 
But can’t you find a bit more detailed model for the camel? 
Neh…its just a camel 
Any idea what these errors are and how to fix ?
0…WARNING: Flipped triangle: ( 2597 -1050 355) ( 2597 -1050 355) ( 2597 -1051 356)
WARNING: Flipped triangle: ( 2595 -1053 359) ( 2594 -1055 360) ( 2595 -1053 359)
WARNING: Flipped triangle: ( 2587 -1067 363) ( 2585 -1071 364) ( 2587 -1067 363)
WARNING: Flipped triangle: ( 2591 -1060 361) ( 2589 -1064 362) ( 2591 -1060 361)
1…2…WARNING: Flipped triangle: ( 2515 -1209 305) ( 2515 -1208 307) ( 2515 -1210 304)
[QUOTE=Blowfish;224929]Neh…its just a camel 
Any idea what these errors are and how to fix ?
0…WARNING: Flipped triangle: ( 2597 -1050 355) ( 2597 -1050 355) ( 2597 -1051 356)
WARNING: Flipped triangle: ( 2595 -1053 359) ( 2594 -1055 360) ( 2595 -1053 359)
WARNING: Flipped triangle: ( 2587 -1067 363) ( 2585 -1071 364) ( 2587 -1067 363)
WARNING: Flipped triangle: ( 2591 -1060 361) ( 2589 -1064 362) ( 2591 -1060 361)
1…2…WARNING: Flipped triangle: ( 2515 -1209 305) ( 2515 -1208 307) ( 2515 -1210 304)[/QUOTE]
In the ET log, in the compiler,…,where? 
go into radiant and check these coordinates i suggest
WARNING: Flipped Triangle …
IF you get a ton of these warnings during BSP.
AND you get a crash on VIS (probably MAX VISIBILITY EXCEEDED) OR LIGHT crashes with an error (can’t remember what the typical one is)…
AND you have BRUSH (not model) terrain in your map…
You need to caulk all sides of ALL brushes in your terrain except for the top surfaces. You probably have terrain on all sides of all brushes. Have fun updating those textures. My advice is to caulk it all, then select large groups of the top sides at once, apply the terrain texture, save, select another bunch, apply, save, rinse, repeat as necessary.
from : http://forums.urbanterror.info/topic/10214-common-error-messages/
go to coordiantes X Y Z, each face has 3 coordinates so it is probably your terrain, check out what the prob is
