Does Hl Hate Big Empty Rooms?

TheDestroyerTheDestroyer Tooobah Join Date: 2003-07-12 Member: 18123Members, Constellation
<div class="IPBDescription">Just a question...</div> I was testing the room in a map (to make sure the size ratios were correct) and I noticed that when i was looking toward the big (currently) empty room, my fps would go down.

Is HL anti-big room or something?

EDIT: I should also note that I am using 3 textures to tell the difference between floors, walls, stairs, if that has anything to do with it.

Comments

  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    The short answer: Yes, HL is anti big room.

    The long answer:
    Half-Life requires large surfaces to be cut up in smaller bits to render properly. To be precise it makes a cut every (240*texture scale) units. You can type "gl_wireframe 1" in console to see each of these cuts. To need fewer cuts per surface, increase the texture scale on large surfaces (usually looks better anyway since repetitions will be less obvious).
    Also try out "gl_wireframe 2" and see all polygons the engine has to draw, including ones you'd think were hidden behind other geometry.
    Type "r_speeds 1" to see what the wpoly count is, which automatically counts all those little squares (and multiplies them by 2, because the graphic card needs to split up each square into two triangles).

    This limitation isn't a big problem in NS mapping though, since very large rooms generally make crap maps anyway.
  • TheDestroyerTheDestroyer Tooobah Join Date: 2003-07-12 Member: 18123Members, Constellation
    Ok, so big rooms = bad. Lets say I do want a big room in a map (will add stuff later on, this is just for testing) and i want to see how the room's wall textures look like (I like to work on a little bit at a time, perfecting a bit, then adding...). How do I lower the polys n stuff. I've heard about the MAWIBSIAN METHOD, but I havent found a good explanation of it. Anyone know about it?
  • WolvWolv Join Date: 2002-01-25 Member: 56Members
    increase the texture scale on large surfaces
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