Difference between revisions of "Using the skybox entity"

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(Created page with "Here's a little something I've been meaning to write up for some time, the _skybox entity. I was taught by Mindriot that the key to high fps is to limit the amount of map that i...")
 
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Look at my map
 
Look at my map
  
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Revision as of 13:51, 27 November 2011

Here's a little something I've been meaning to write up for some time, the _skybox entity.

I was taught by Mindriot that the key to high fps is to limit the amount of map that is drawn at any one time.

A lot of mappers when starting out build their map inside a large box, this large box will have been made from structural brushes and perhaps hollowed out using the hollow tool.

I made my first few maps this way - I didn't actually know any better, it's only when you see your beloved map running at 20-40fps with 20 players that you realise the error of your ways and search for a better way.

Nowadays I made my maps in a very strict way, I build them using detail brushes, texture only the faces that will ever be seen in game and then wrap the whole lot very tightly in structural brushes.

Doing this means it's very easy to isolate which sections of the map will be drawn, however - this isn't a tutorial about construction, it's about the skybox.

PLEASE IGNORE MY TEXTURES / I'VE USED TEMPORARY ONES FOR THIS TUT.

Look at my map

Step1.jpg