View Full Version : jerkyness in map
10-14-2002, 04:06 PM
i have compiled and tested a small section of my map. I have no overlapping brushes and my map isn't 10X bigger than normal rooms/hallways, yet, my map plays a bit jerky.
I have deleted everything and am starting all over again.
Are there any tricks besides bending hallways, and Area portals in the doors that i should know about?
10-14-2002, 04:48 PM
What type of system are you testing it on? And are you using important map-making techniques like caulk (on the unseen parts) and area portals?
10-14-2002, 06:17 PM
1.3 ghz athlon
512 ddr ram
64 mb nvidia card
its more than fast enough....
could I have made my area portals wrong??
Rich's door tutorial sucked a little bit in terms of ease of understanding...IMO
So, how do you make the portals properly ?
10-14-2002, 06:24 PM
Area portals are easy. If your door is (for example) 100 units high, 70 units wide, with a thickness of say 20 units, then all you would need to do would be to stick a brush covered in area portal in the middle so it fills the door (so the Area Portal brush would be 100x70) and is more thin than the door itself (say only 5 units thick). That's it!
10-14-2002, 07:35 PM
well, thats how i had them....
hmm, i started all over anyhow, so i'll see what it looks like tonight...
10-15-2002, 09:39 AM
The only way to get to know the quality of your area portals is to use r_showtris ! -command in the console, in the game. And in addition to bending corridors you can add some nice Hint brushes. BTW, some people say area portals should be only 1 unit thick. I don't know about that, but after reading that I did mine thinnier.
For difficult maps with no clear doors to use area portals with, you have to use Hint brushes. I have done that in two maps. With one they worked nicely, with the other they had incomprehensible (that is, bad) results.
vBulletin®, Copyright ©2000-2016, Jelsoft Enterprises Ltd.