Request for Tips on How to Optimize a Map

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GAB
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Request for Tips on How to Optimize a Map

Post by GAB »

As this topic's title says, I'm looking for some tips on how to optimize a map in SWBF2 and improve its overall performance. Tips like how to set each world file properly, how to find the optimal values for a smooth performance, how to edit models in a way that they look good both from afar as well as from close up without putting a big strain in the system; things like that... Any help is appreciated.
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Lorul1
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Re: Request for Tips on How to Optimize a Map

Post by Lorul1 »

This could help a little : viewtopic.php?f=27&t=15856&p=274131&hil ... ze#p274131

And also one thing that might optimize your map might be to reduce its file size. I know that there are guides for this somewhere here on gametoast ill just have to find them. I'll make an edit to this post telling you where they are I just figured i would tell you about them, because you might find them with gametoast's serch feature before i do.
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Re: Request for Tips on How to Optimize a Map

Post by THEWULFMAN »

The biggest performance killer by far in SWBF2 are the shadows. So optimizing shadow volumes for both the map, and the units/weapons can go a long way for making it run smoother. If they're stock units/weapons, then it's fine.

By optimizing, I mean making them as simple as possible while retaining the basic shapes.
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Re: Request for Tips on How to Optimize a Map

Post by LRKfm946 »

Another big way is to use class inheritence whenever possibile. In my hunger games map, I needed to modify every stock unit very slightly, so I made a custom side HGS, and copied each stock unit from the 4 standard sides and put "hgs_" at the beginning of each file name. Then I put

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ClassParent = "all_inf_sniper" //(or whatever unit I was modifying)
in the top section of each odf, changed the few parameters I needed in the properties section, and munged it all into one small side lvl. No mshs or textures needed, just ~30 odf files and the corresponding reqs. The result was a 90KB side .lvl instead of the ~600MB I would've had if I munged the entire stock sides.
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