Snarkpit Mapping Standards
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Re: Snarkpit Mapping Standards
Posted by DrGlass on Tue May 24th at 11:36pm 2005


basicaly I think it has anything to do with lightmaps, specail textures, alpha maps, etc.

I think we should have a run down of all the items on the +showbudget and let the more experianced mappers give their views on the importance of each section.




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Re: Snarkpit Mapping Standards
Posted by omegaslayer on Wed May 25th at 1:21am 2005


? quote:
? quoting omegaslayer
? quoting Leperous
I would also like to add that you should be fine as long as your
swapbuffer levels aren't going crazy, in addition to everything being
mentioned above.


Just for clarification: what causes swapbuffers to spike anyways?


Swapping

Gee its obvious you dont know :P






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Re: Snarkpit Mapping Standards
Posted by Campaignjunkie on Wed May 25th at 1:31am 2005


High SwapBuffer levels are usually caused by excessive use of normal-mapped textures, I think.




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Re: Snarkpit Mapping Standards
Posted by omegaslayer on Wed May 25th at 1:53am 2005


I found this of the internet, I think one of the non-active members wrote it, its really good: http://www.student.kun.nl/rvanhoorn/Optimization.htm

Swap Buffers
This can be anything, from water (try reducing it to cheap water if it is) or fire, smoke or steam, glass or other transparent textures. Apart from reducing visibility of the leafs, try to reduce their quality or quantity, but only if it really gets out of hands. Also, if you have it enabled, bump-mapping is also a cause.


Someone should make a long tutorial out of it (or many short ones ), but in short it tells us how to optimize a map.

I also found this in my travels when I was looking for a compile error that breaks down compile errors: http://www.interlopers.net/errors/errors.php#2-1






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Re: Snarkpit Mapping Standards
Posted by Leperous on Wed May 25th at 10:40am 2005


Yes, I think swapbuffer levels are influenced by a large number of things, especially special visual effects (though I've never had water hit me very hard- it's usually bump mapping, especially when there are rocks around)





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Re: Snarkpit Mapping Standards
Posted by Fjorn on Wed May 25th at 2:45pm 2005


Its lots and lots of props that get me....



Signature? What signature!?



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Re: Snarkpit Mapping Standards
Posted by DocRock on Wed May 25th at 4:28pm 2005


Even one point_light in my map makes the +showbudget dynamic light graph go up and fps down. I know it's an editing question...but why does one point_light cause such a jump?


Condemnation without Investigation is the Highest Form of Ignorance!



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Re: Snarkpit Mapping Standards
Posted by omegaslayer on Wed May 25th at 4:34pm 2005


? quoting DocRock
Even one point_light in my map makes the +showbudget dynamic light graph go up and fps down. I know it's an editing question...but why does one point_light cause such a jump?

Do you mean point_spotlight? because with that enity it emits dynamic light from it (its meant to be parented to things, and then have dynamic light come off of it), just go into the flags and check, "no dynamic light", that seems to be the problem a lot of the time.

edit: you can also reduce the impact of dynamic lights by incerasing the light map scale on the walls the dynamic light hits (ex: a scale of 64 or 32 is going to be better than a scale of 16 per-say), just use the texture aplication tool for that job.








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