naiß :D
Printable View
naiß :D
attn everyone
FUCK
PORTALS
FUCK
PORTALS
FUCK
PORTALS
FUCK
PORTALS
FUCK
PORTALS
FUCK
PORTALS
Love the middle part. Good job on the map. Like it a lot. :)
Ugh- portals frigging blow. I found during Precipice that portalling inclusively works better than exclusively. I.e. Portal so that you move from area to area, rather than sealing off sections so they won't render. Idk if that makes sense, but it worked for me a bit.
what
how do I do that
What higuy said. Sorry, I didn't see your response until now, or I would have elaborated.
What I've found is that the game is better at only rendering a section that you're in versus not-rendering a section you're not in.
That sounds bizarre, but take a look back at the tutorial map in the HEK. They portalled the hallway so that when the player is standing in it, everything else disappears. When I tried to do the reverse in Precipice, i.e. portal an area so it would disappear when I -wasn't- in it, the game gave me bizarre visual portal errors. Therefore I suggest portalling inclusive areas first, and then the areas like higuy suggested. Also exactportals are the best for everything ever.
Note that the entire art is totally random to a point, so what worked for me might turn out to not work at all for your map :ugh:
Because it renders BSP in multiple passes. I've seen that it renders lightmaps first then does a second pass for textures, so it makes sense that it does extra passes for other shader features such as reflections. As for over 100k, thats including all non bsp triangles as well, so scenery, weapons, sky, etc. The final tri count for your BSP at that particular camera point is 74224. You could turn off reflection cube maps on geometry that you dont really notice them on to confirm this, could help to reduce your tri count.