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Re: Help, the game is running too slow!
[Re: Why_Do_I_Die]
#73796
05/12/06 11:35
05/12/06 11:35
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Joined: Jan 2006
Posts: 179
Cemper
Member
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Member
Joined: Jan 2006
Posts: 179
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Have you written the player-Action of yourself? If yes, increase the Speed-Variable, if not, set the Force-Skill higher. Maybe that's it...
Was nie begonnen, kann auch nie scheitern.
(Mit anderen Worten: Leg dich aufs Sofa und sieh fern )
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Re: Help, the game is running too slow!
[Re: Machinery_Frank]
#73798
05/12/06 22:15
05/12/06 22:15
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Joined: Apr 2006
Posts: 33 Sweden
dby
OP
Newbie
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OP
Newbie
Joined: Apr 2006
Posts: 33
Sweden
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I'm using templates for movement. It works fine on my laptop, so I'll have to use that allthough I need it for a gig, guess I'll have to do that with some drum machines and stuff. Might work out ok anyway :/ Now the biggest problem is disappearing surfaces. Half of my level turned invisible when I applied the right textures on each object. So I did an experiment, put default texture on my entire map... and voila! I can see all the surfaces again!! Obviously something wring with my textures. What is the safest texture format to use??? pcx?? ...how large... 64x64??? AAAaaaaaghh... I'll have to stay up all night to try and finish this by 10 o clock morning.
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Re: Help, the game is running too slow!
[Re: dby]
#73800
05/12/06 23:35
05/12/06 23:35
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Joined: Oct 2004
Posts: 1,655
testDummy
Serious User
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Serious User
Joined: Oct 2004
Posts: 1,655
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I'm don't really have the necessary experience and knowledge to offer adequate WED tips, but I'll give it a shot anyway. *Snap all block geometry to the grid. *Do not overlap, snap instead. *Do not create planes (blocks) thinner than 2 quants. *Move the faces and vertices yourself. Try not to use CSG Subtract. *If possible, instead of using holes or null spaces, ---use textures to simulate static portals (windows, doors ). ---There appears to be a fair amount of holes/null space in your level. ---Using textures instead, may increase performance significantly. *If accurate lighting isn't truly necessary, ---you can compile components/rooms separately to map entities ---to save time on compiling. ---Select the faces of the component and click "finish". ---Save the .wmp geometry group for the map component. ---To open the file in another instance of WED, ---double-click the .wmp map geometry component just saved. ---Compile to map entity in the other instance of WED. ---Close the other instance of WED. ---Return to the first instance of WED which contains the main level. ---Add the map entity just compiled. ---Line the map entity up with its uncompiled duplicate geometry ---in the main level. ---Delete the uncompiled duplicate geometry in the main level. To reduce compile time use "flat" instead of "shaded".
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