made a map

made a map

Hammer Mapping — Page [1]
yxin1
2009 Oct 19 • 10
i made a obstacle course kinda-map but its lagging for some reason i made it a bit smaller however it laggs less but it is still there i need to make it lag-free

i dont want to make it any smaller.

any help would be appreciated thanks.

rapidshare
http://rapidshare.com/files/328673622/yuanmapfinal3.bsp.html

hotfile
http://hotfile.com/dl/22543875/9b8550a/yuanmapfinal3.bsp.html

theres my map
 
 
2009 Dec 31 at 22:06 PST — Ed. 2009 Dec 31 at 22:08 PST
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Post compile log please.
...and that's the bottom line because Mate de Vita said so.
 
 
2010 Jan 1 at 03:03 PST
EMO_with_AWP

2008 Mar 23 • 192
The .map would be helpful too.
 
 
2010 Jan 1 at 10:25 PST
fedex _

2009 Mar 23 • 906
13 ₧










i dont really know if thats the problem, or its probably that your textures on the blocks and stuff are not fixed right.
melloyellow582 said:
I post sometimes, to make a point.
 
 
2010 Jan 1 at 13:16 PST — Ed. 2010 Jan 1 at 13:17 PST
yxin1
2009 Oct 19 • 10
have you played the map?

and are you saying i should change the textures of some things?

code
hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (merlinis@bigpond.net.au) ----- BEGIN hlcsg ----- Command line: hlcsg -nowadtextures yuanmapfinal3 Entering yuanmapfinal3.map Current hlcsg Settings Name | Setting | Default ---------------------|-----------|------------------------- threads [ 2 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 4194304 ] [ 4194304 ] priority [ Normal ] [ Normal ] noclip [ off ] [ off ] null texture stripping[ on ] [ on ] clipnode economy mode [ on ] [ on ] onlyents [ off ] [ off ] wadtextures [ off ] [ on ] skyclip [ on ] [ on ] hullfile [ None ] [ None ] min surface area [ 0.500 ] [ 0.500 ] brush union threshold [ 0.000 ] [ 0.000 ] Using mapfile wad configuration Wadinclude list : [zhlt.wad] 0 brushes (totalling 0 sides) discarded from clipping hulls CreateBrush: (0.06 seconds) SetModelCenters: (0.00 seconds) CSGBrush: (0.23 seconds) Using Wadfile: \cs 1.6\cstrike\yuanwad.wad - Contains 1 used texture, 6.67 percent of map (1 textures in wad) Using Wadfile: \cs 1.6\cstrike\cs_dust.wad - Contains 0 used textures, 0.00 percent of map (28 textures in wad) Using Wadfile: \cs 1.6\cstrike\cstrike.wad - Contains 2 used textures, 13.33 percent of map (123 textures in wad) Using Wadfile: \cs 1.6\cstrike\halflife.wad - Contains 12 used textures, 80.00 percent of map (3116 textures in wad) added 6 additional animating textures. Texture usage is at 0.43 mb (of 4.00 mb MAX) 0.64 seconds elapsed ----- END hlcsg ----- hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (merlinis@bigpond.net.au) ----- BEGIN hlbsp ----- Command line: hlbsp yuanmapfinal3 Current hlbsp Settings Name | Setting | Default -------------------|-----------|------------------------- threads [ 2 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 4194304 ] [ 4194304 ] priority [ Normal ] [ Normal ] noclip [ off ] [ off ] nofill [ off ] [ off ] null tex. stripping [ on ] [ on ] notjunc [ off ] [ off ] subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512) max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096) Warning: === LEAK in hull 0 === Entity game_player_equip @ (1284, 128,-600) Error: A LEAK is a hole in the map, where the inside of it is exposed to the (unwanted) outside region. The entity listed in the error is just a helpful indication of where the beginning of the leak pointfile starts, so the beginning of the line can be quickly found and traced to until reaching the outside. Unless this entity is accidentally on the outside of the map, it probably should not be deleted. Some complex rotating objects entities need their origins outside the map. To deal with these, just enclose the origin brush with a solid world brush Leak pointfile generated Warning: === LEAK in hull 1 === Entity game_player_equip @ (1284, 128,-600) Warning: === LEAK in hull 2 === Entity game_player_equip @ (1284, 128,-600) Warning: === LEAK in hull 3 === Entity game_player_equip @ (1284, 128,-600) 1.03 seconds elapsed ----- END hlbsp ----- hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (merlinis@bigpond.net.au) ----- BEGIN hlvis ----- Command line: hlvis yuanmapfinal3 >> There was a problem compiling the map. >> Check the file yuanmapfinal3.log for the cause. ----- END hlvis ----- hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (merlinis@bigpond.net.au) ----- BEGIN hlrad ----- Command line: hlrad yuanmapfinal3 >> There was a problem compiling the map. >> Check the file yuanmapfinal3.log for the cause. ----- END hlrad -----
 
 
2010 Jan 1 at 17:29 PST — Ed. 2010 Jan 1 at 17:31 PST
yxin1
2009 Oct 19 • 10
btw does the size of the map have anything to do with lag?
 
 
2010 Jan 1 at 17:32 PST
SRAW
Rocket Man

2007 Nov 6 • 2525
601 ₧
dude your map has a leak, which probably is the cause for the lag
Free Steam Games
 
 
2010 Jan 1 at 19:51 PST
yxin1
2009 Oct 19 • 10
hm ill test it again when i fix the leak.

btw if i make a platform thingy breakable and then put a gun on it, after it breaks the gun is in mid air, how do i make it fall?
 
 
2010 Jan 2 at 02:17 PST
xD
2009 Dec 12 • 39
Here"s A >Simple< way to decrease lag. Go in your CS game. Then in Options menu find video options.

And you will find a "renderer" option and Its set to "OPEN GL" mode you should try the "D3D" mode. the D3D Mode should make your quality textures lower but it will lag less.

And Dont forget to set from 32-bit colors to 16-bit.
 
 
2010 Jan 3 at 06:53 PST
xD
2009 Dec 12 • 39
xD said:
Here"s A >Simple< way to decrease lag. Go in your CS game. Then in Options menu find video options.

And you will find a "renderer" option and Its set to "OPEN GL" mode you should try the "D3D" mode. the D3D Mode should make your quality textures lower but it will lag less.

And Dont forget to set from 32-bit colors to 16-bit.


And Your map"s room"s should be smaller.
 
 
2010 Jan 3 at 06:54 PST
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Just fix the leak and try it again.
...and that's the bottom line because Mate de Vita said so.
 
 
2010 Jan 3 at 10:02 PST
Page [1]