I hereby claim:
- I am jesse-culver on github.
- I am jesseculver (https://keybase.io/jesseculver) on keybase.
- I have a public key ASBV54kpzWkzKz_mpXhX8Mu1t7Wjyite5lbWO9WHzhA4DAo
To claim this, I am signing this object:
I hereby claim:
To claim this, I am signing this object:
| #Author Jesse Culver | |
| #python3 | |
| import hashlib | |
| userhash = input('Enter your hash: ') | |
| partialName = 'SKY-PWDS-' | |
| for x in range(9999): | |
| newName = partialName + str(x) |
Optimization in the Source Engine is a critical component of mapping that not only makes your map compile faster but run better in game. However the two results are not always related.
"Why does it take so long for my map to compile?" The short answer is Source uses an optimization method called Binary Space Partitioning. The way this works is by cutting your map up into sections called leaves based on your brushes and then calculating what is in each leaf and then what leaves each leaf can see.
If you want a really good easy to follow explanation watch this video and this video
For optimizing in Source follow these in order and by the end you should have a fairly good understanding of how to optimize your map for performance and compile time. This is something you are going to have to practice
| $watermark = "F:\filepath\watermark.png" | |
| # This assumes composite.exe is part of PATH | |
| $magick = "composite.exe -dissolve 15 -tile" | |
| Get-ChildItem -Path 'F:\FilePath\*.png' -Recurse -Force | | |
| Foreach-Object { | |
| $image = $_.FullName | |
| $cmdline = $magick + " `"" + $watermark + "`"" + " `"" + $_.FullName + "`"" + " `"" + $_.FullName + "`"" | |
| Invoke-Expression -Command $cmdline | |
| } |