de_train mapping question
Is there a reason why most of the stuff from de_train is built 1-2 units above the ground?
This should increase performance of the map somehow, at least that's what I heard looong time ago.
Yep, when two brushes meet the engine splits them into smaller pieces, resulting in higher r_speeds, meaning more stuff to process by the cpu.
More info here http://twhl.info/tutorial.php?id=38
ye sprin has a tutorial about it i think...the same for some boxes in de_inferno
it had been written in the old discussion forum from the old cs beta site somewhere.
func_walling wasnt that much known in the past and moving it up 1unit was a good choice if you want to have somekind of a visblocker around which prevents more areaportals to be created.
because it took weeks and months to compile such a map in the past. for the ram and cpu it had a complex structure.
if you have an old cpu working from that time, try to compile a kzmap. it will take ages :)
Yeah it was the old way of optimizing maps, I'm always amazed by how creative mappers are when it comes to these things. Nowadays you can just use func_detail for example, which doesn't cut the surface it's touching into multiple polygons.
I made a video tutorial about this stuff some years ago if someone is interested:
Basic Optimization
Also could you send me that train rmf file if it's not poorly decompiled?
@Commander
isnt all de_ official maps .rmf's released?
example
http://forum.17buddies.net/index.php?showtopic=13582
I was going to remake many official maps into deathrun but I found out it's very difficult to find the original rmf. Most files you find on the net are just some shitty decompile versions which would take forever to optimize.
the source files of official maps were never been released. unless you have/had svn access while developing the cs beta versions or accesss to valves svn.
Maybe you should contact the original mappers and ask for the files
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