Holy shit so the rumors were true, they did add the silencers back! Damn, I didnt think that was going to happen ![]()
Also what do you mean models and maps competing?
Holy shit so the rumors were true, they did add the silencers back! Damn, I didnt think that was going to happen ![]()
Also what do you mean models and maps competing?
I like the geometry but the lighting leaves a load to be desired.
Its too scattered and doesnt bring your attention to anything. Remove MORE than half the current sources of light and try to focus it a little more.
Ya, good stuff then!
If I would have any more input into your decision making, Id definitely say just make one version of the map (rather than a normal and a CE or something) because realistically no one is going to play the cluttered version and youll wind up saving a lot of time. It will also more effectively represent your skills as a level designer if you struck a nice balance between the two in a single map methinks.
That looks absolutely fantastic.
You will have some serious readability issues though. If I were to hide next to some of those boxes to the right, id be practically invisible.
What do you, like, do in the map?
I burnt pasta the other day.
Yeah, you read that right.
"Why Russians Hate Company Of Heros 2"
"32:11"
Why did anyone even bother clicking play?
DO YOU HAVE A LEAK?
The 8th is thursday bro.
You can have pretty much as many displacements you want and FPS will barely be affected. However, they bloat the ever living shit out of the filesize and no one wants to sit around and wait while a 200+mb map downloads from a server. What you have so far doesnt seem like it would be too much of a problem though.
Do you have a leak?
is the map lit?
is "model" written anywhere in any of the texture names you are using on brushwork?
Childishness spawning from the COD community? GASP!
Yeah too bad, I really wanted to play Ix's compound.
That second to last image is a product of the new CSM lighting.
Oh! Id love to go to one of his sets, he has some really cool stuff.
Im pretty sure "NODRAW on terrain surface!" causes the map to fail compiling entirely, I have no idea how you got what you did.
Make sure none of your displacements use the nodraw texture then compile it again.
My favorite (NSFW)
Not Safe For Work http://www.youtube.com/watch?v=6QFwo57WKwgEDIT: The youtube thumbnail is NSFW too ![]()
Its hard to give any advice with this little information. Show some pictures and possibly even the map.
Also, its not swan buffers, its swap buffers:
QuoteSwap buffersA lot of time in Swap Buffers is usually a fillrate problem. Be sure to run full screen and at a lower resolution to test. You can also use mat_viewportscale to test if you are fillrate limited; watch for performance shooting up as the value decreases.Here are some useful bindings for changing mat_viewportscale using the "[" and "]" keys:bind "[" "incrementvar mat_viewportscale .1 1 -.1"bind "]" "incrementvar mat_viewportscale .1 1 .1"High fillrate can be caused by a number of things, but it's usually expensive materials that cover large amounts of screen space. Expensive materials include:Water, especially water that overlaps over or under other expensive materials.Fire, smoke or steam effects.Glass or other transparent textures, especially with refraction.Bump, normal-mapped, or specular (reflective) materials.Any other material with complicated shader effects. To solve fillrate problems, reduce the number of expensive materials in the scene by simplifying the materials themselves or reducing their number by removing geometry.Commands: mat_bumpmap 0/1mat_specular 0/1
https://developer.valvesoftware.com/wiki/Showbudget
Also
I think you really need to flesh it out some more before we can give any feedback.
"Lets make some food that looks like 20 dicks flying into a guacamole cloud"