![]() ![]() Jasc's Paint Shop Pro will do, although you might have problems with fixing up tiling textures (see below), but your best bet is Adobe Photoshop, providing you can (and want to) afford it. You'll need a few tools as well, aside from WorldCraft. while single are used for more specific objects like vehicles, vending machines and buttons. What style must it blend in with? Is it for indoors or out? Must it tile or be single? Tiling textures are the kind that are used for structures like walls, rock-faces, terrain, glass etc. If you do plan to download all your textures, they'll probably already be in WAD format, so you can skip the next couple of stages.įirst, you need to know what type of texture you're looking for. You could, of course, find the textures you need on the web, but it's always more exciting to make your own. Brand new maps quite often need brand new textures, but how do you do that? So I'm going to scale it to 1.There's a limit to what you can do with only the textures provided with Half-Life. That means that this scale is not fully efficient. If you look closely at the 2.0 scaled ceiling you can see that the faces on the left are smaller than the faces on the right. Knowing this, you can experiment to find the optimal scale rate. ![]() So on 2.0 the faces are being cut at 480 pixels, and on 0.5 on 120 pixels. Scaling the texture up will also increase that pixel limit. The wireframe mode shows you quite clearly where the faces are being made but how does the engine determine those? The engine creates a new face every 240 pixels when a texture is on scale 1.0. ![]() It's better to know exactly why this happens, so you'll have to know a bit more about face subdivision. It's good to know this trick, but just scaling up isn't always going to help or even necessary. On scale 1.0 there are 4 horizontal faces and on 2.0 only 2, thus there is a reduction of 30 wpolies. The top half is the ceiling on scale 1.0 and the lower one 2.0. (Wireframe colour in red is only available in SvenCo-op. There are several techniques to improve them but lets first try to understand how the rendering works. The wpolies (world polygons) is where you, as a mapper, can make a difference. Next to the epoly reduction, it will also increase performance since your computers CPU doesn't have to calculate effects and AI, and it will also improve the server load in multiplayer. This way there will only be 6 grunts rendered at the same time at the most and I only use 25,489 polies max. ![]() I'm also going to reduce the amount of grunts to 6 and let others spawn in a few seconds later from behind the crates. Then I'll place a trigger_once in front of the door and target the squadmakers. So I'm going to change them all to monstermaker and name them. I only want them to pop up once it's necessary. Those grunts are currently doing nothing but are being rendered by the engine for 50,979 polies. In the main menu, open the console and enter these commands:īehind the door are 12 monster_human_grunts. You can skip paragraphs you're already familiar with but if you encounter some terminology you don't understand, look for explanation in earlier paragraphs. We're going through some steps to fix it, which will become gradually more advanced. I've created a very basic and very badly optimised example map. It's got many extra features to optimise the map. Really good for newbies, but also for veteran mappers as it might give you some new insights.įor this guide we're going to use vluzacn's v34 compile tools and his version of zhlt.fgd. Also, this guide aims to help you through the process of improving the performance by optimising an example map, rather than just give you generic information. Many tutorials have been written about this in the past, but some of that information is outdated or incomplete. This tutorial helps you understand how the engine renders your map and how to improve the performance. ![]()
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