As you can see in this picture you can see there are much tris. But why don’t make only the red tris i’ve drawn? These tris are affecting the frames per second for my map I think. How can I change this?
Unnecessary tris
Because you are creating T-vertexes which the compiler will fix and thus resulting in the excess tris.
You can rework the area and visualize the verts that you need, and modify your brushes/create new ones to fill these verts w/o creating unnecessary verts/tris.
You might be able to find some tuts about tris optimization. there was a nice image drawn once that showed, what a T-vert was and how to conter those.
edit:Attached is an image showing T-verts on the face you highlighted.
Also you should remove the vert from the bottom left of the face.
I fixed the T-junstions. I hope it’s good now:
(I hate the 600x600 pixels limit)
you could remove another 5+ planes by reworking that window above and the brush below it.
The other brushes aren’t the final one i’m going to use. so, it’s going to be fixed
Many people map causing a lot of T-Junctions… I even reached the limit of q3map2 in my RTCW map Natterbase
… so what to do? Build like this:

[QUOTE=pazur;180166]Many people map causing a lot of T-Junctions… I even reached the limit of q3map2 in my RTCW map Natterbase
… so what to do? Build like this:
[/QUOTE]
Perfect, it’s amazing the amount of maps I’ve seen where people just can’t comprehend such a simple SIMPLE thing. Probably laziness.
From the very beginning of making a map i always cut the edges of ALL my brushes to 45 degrees.
It does. While I concern 15k-20k about the maximun tri count for my maps before it starts to lag. Ofc there’s many things around. One thing that many mappers ignore, which is very important. How the players will be divided. In every good maps there’s different routes, that are dividing players to different vis areas. Remember also players, guns and bombs counts very highly to the tri count.
I’ve been able to reduce down even 2k with extremely tweaked brushwork in a fairly simple building, without noticeable difference on look.
It’s not only the Pazur’s pic, tho it’s a good place to start. But you have to build the buildings efficiently, where tjuncts are in high prior not to do. Bad brushwork can easily double the tricount.
