Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited April 2007
From what I get from this question... I'm going to ask a question first <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
Have you compiled with vis and subsequently with hlrad for lights? Also a compile log would be a plus I guess...
Basically with the vis part does is calculate the visability of the map you created, so not all of the map is rendered at the same time, but just what the compile tools think you could see from the point you are standing. Also hlrad cannot run without vis.
"textures scale are 1.10 and lights i don't have much" This can't possible be the problem. Unless you have a very large room with lots of complexity or views into other areas which are complex. Which will result in a fps drop on most machines even nowadays (mostly in multiplayer), simply because the engine cannot handle it and is in fact choking on the w-polies
If I were you I'd reformulate the question *no pun intended*
Unlike with say, Doom 3, the number of lights visible shouldn't be the main thing affecting your fps (unless you have a ridiculous number of flashing lights). Whats more important is the amount of geometry/polygons visible to the engine. At this stage it would be easier for you to post a screenshot of the area you are getting low fps, and also a compile log as suggested.
Comments
Have you compiled with vis and subsequently with hlrad for lights? Also a compile log would be a plus I guess...
Basically with the vis part does is calculate the visability of the map you created, so not all of the map is rendered at the same time, but just what the compile tools think you could see from the point you are standing. Also hlrad cannot run without vis.
"textures scale are 1.10 and lights i don't have much" This can't possible be the problem. Unless you have a very large room with lots of complexity or views into other areas which are complex. Which will result in a fps drop on most machines even nowadays (mostly in multiplayer), simply because the engine cannot handle it and is in fact choking on the w-polies
If I were you I'd reformulate the question *no pun intended*
At this stage it would be easier for you to post a screenshot of the area you are getting low fps, and also a compile log as suggested.