SPLA Map
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Re: SPLA Map
Posted by G4MER on Tue Oct 28th at 3:18am 2003


I have a spot on my map that hits 1064 wpolys.. only looking at it from one spot.. everything else is below 1000, so I am kinda stuck on what to do..

What all contributes to the wpoly score? Do lights as well as how many faces it sees part of it?

Let me know.. because I am lost as what to do.. I am no where near where I want to be. I have a ton of pipes to stick in, some durt piles along walls, and what not.. and if I am hitting 900+ now.. what can I do?

($)

WOOT PAGE 13!

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Re: SPLA Map
Posted by Hugh on Tue Oct 28th at 4:18am 2003


Lights don't effect the r_speeds, the only things that contribute to r_speeds are walls or visible brush based entities, the ones that start with 'func_'

If you need more detail, HINT brushes are helpful, plus they're just good to have in general. They might not help a whole lot, but they could maybe free up 100 or so polies. And technically, the lights do effect the r_speeds, since if a level is darker, you're not going to notice the lack of details as much.





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Re: SPLA Map
Posted by Tracer Bullet on Tue Oct 28th at 4:45am 2003


I don't know your particular situation, so I don't know what to tell you. the main way to limit r_speeds is to avoid large open areas. seems like ther was an r_speeds thread recently... was it you that started it?

/Edit Where in Oregon Hugh?

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Re: SPLA Map
Posted by Hugh on Tue Oct 28th at 4:52am 2003


Ooh, yes, open areas are the devil incarnate. Tracer Bullet, Willamette Valley, somewhat near Eugene.



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Re: SPLA Map
Posted by G4MER on Tue Oct 28th at 5:49am 2003


Ok cause my room is one big open area.. Ill see if adding some walls fixes it.

($)

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Re: SPLA Map
Posted by Tracer Bullet on Tue Oct 28th at 6:21am 2003


Well, welcome to The Pit Hugh. I think you are the only other Oregonian around here.

I currently live in Forest Grove, despite what the profile says.

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Re: SPLA Map
Posted by Hugh on Tue Oct 28th at 6:34am 2003


Well, you can't have the profile tell the truth, we must be secretive-ish... spies everywhere... and we're the only two Oregonians, theoretically.





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Re: SPLA Map
Posted by Gollum on Tue Oct 28th at 7:36am 2003


? quote:
If you need more detail, HINT brushes are helpful, plus they're just good to have in general. They might not help a whole lot, but they could maybe free up 100 or so polies.

You should be so lucky! Yes, HINT brushes have their uses - I've even used one to fix a VIS error before - but in most situations they won't reduce your r_speeds at all. On the contrary, since they introduce more polygon splits, they may actually increase the r_speeds.

As TB has said, it basically comes down to VISblocking. Large, detailed areas just don't work in the HL engine, because there's no way to VISblock them.

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Re: SPLA Map
Posted by Orpheus on Tue Oct 28th at 12:08pm 2003


Money Shot, the best advice someone can give you is:

1) post some screenshots of your contribution down in "EDITING" snarkpit has some very good stuff on r_speeds.

2) press ~ and type "gl_wireframe 2" this will give you some idea of where you have issues, it takes a abit to get your eyes around it all, but its good.

3) if wireframe is to confusing, load HL in software mode- press ~ again and type "r_drawflat 1" until recently, it was the best and most accurate method i knew to reduce r's by locating trouble spots. small shapes with many sides = HIGH R's

4) the editing section will encourage you to catch up on all the scoop SP has to offer, you have been here long enuff to have seen us talk about r_speeds and their damage, now you will have to retain some of what you read

good luck, and post those screens for us

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Re: SPLA Map
Posted by Schmung on Tue Oct 28th at 12:23pm 2003


Ok, my map in-progress, I've recessed the red lights as suggested and toned them down a bit. My problem however remains, as it is, my map is a tiny bit too big and has four exits (marked with pink crosses). If I add the section I currently want it will link the exits shown on the right of the final pic via a room with stairway and waterfall. This however will further increase the size of my area, in short, what shall I do?

Anyway, as you can see r_speeds are fine and I've not even optimised anything yet, I'll probably add more detail on the second pass when I see what other people have done. Texture usage isn't too bad either as I'm only using about 12, excluding water texture. On to the pictures :







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Re: SPLA Map
Posted by Orpheus on Tue Oct 28th at 12:36pm 2003


some advice schmung,

the architecture difference between floors, walls and ceilings is off, try to add something to that big flat plain of a floor.. you have a good idea in pic#3, try that maybe..

otherwise, without going inside, i cannot say much more..

i have a suggestion guys, you might seal your respective areas and send the bsp to some outside influences, as if it were a real map and get some feedback..

but keep in mind, meshing areas from many sources will give unique problems, mostly in HOW people place their solids, and line of sight issues

just another thought.

[edit] look in "generic" there are much better red lights than those you used..

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Re: SPLA Map
Posted by Schmung on Tue Oct 28th at 3:02pm 2003


OK, to address what people have said about this shot and the previous one, I recessed the lights, even though I'm not sure it looks better, but I'll bow to the experience of others here. I think I'll leave this is as-is for now, depending on the answer to my query about the size of it. I intend to add more detail and tweak a lot more when I see what my bit is connected too and then try and add some continuity. Plus, I'll then have a better idea of total r_speeds and things.

If anyone wants to take a look then PM me and I'll give you the BSP, but at present it's not much more than you see with the screens, since I'm not building up the second section untill I know it's safe to do so.




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Re: SPLA Map
Posted by Tracer Bullet on Tue Oct 28th at 4:45pm 2003


I wouldn't worry if it's a bit big Schmung. I believe we dropped the hard size limit. you don't have much detail yet, but your r's seem quite manageable so you should be okay with it. [addsig]



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Re: SPLA Map
Posted by Wild Card on Tue Oct 28th at 6:07pm 2003


Schmung, you can add in more detail. As well, if you feel its pretty done, send me the .RMF (via PM). I wont be able to look at it tonight though, so it'll have to wait until tomorow. [addsig]



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Re: SPLA Map
Posted by G4MER on Tue Oct 28th at 9:58pm 2003


Here is My BSP, LAVA WAD and PTS and LOG files for Smelter section. All zipped up, please download and check it out.. maybe you all can help me fix it. maybe I have too much going on.. Its been 18 hours and it still has not comiled, but I am allowing it to continue, because I want to get some screen shots. And My area is so differant than everyone elses, I may have to go back and change it to blend more, and maybe have less in it.

DOWNLOAD ME

($)

Its doing somethig, I just checked my Task Manager, and its going from 90-98 on the hlvis and Hammer is useing pretty much everything else. The window is stuck on LeafThread, so I am assuming that I may need to cut some stuff.

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Re: SPLA Map
Posted by G4MER on Tue Oct 28th at 11:58pm 2003


What is a NULL Texture, is Blue the null texture, or would the texture be called NULL? let me know please..

($)

Found a NULL Texture and added it, and it helped some.. trying to compile now.. with out a leak to see how long it takes.. been 30 mins and still compiling.. I am getting a tad frustrated now.

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Re: SPLA Map
Posted by scary_jeff on Wed Oct 29th at 12:39am 2003


Blue texture is rendered transparent, NULL isn't rendered at all. Say you put a box in your map that was a func_illusionary texture was NULL. Not only would you not be able to see or touch the block, but it wouldn't add any poly, unlike a similar box covered in blue.



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Re: SPLA Map
Posted by mazemaster on Wed Oct 29th at 1:29am 2003


Not only it not rendered, it doesnt even exist in the bsp.



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Re: SPLA Map
Posted by Tracer Bullet on Wed Oct 29th at 1:43am 2003


I havn't DLed your map yet, but what you are seeing in vis is the result of large open areas. look at my tut on netvis http://www.snarkpit.com/editing.php?page=tutorials&id=20 if you have a home LAN and want to reduce those times.

Okay, I glanced through your rmf, and I see that you have:

a. detailed brushwork

b. a large area with absolutly no visblocking.

this combination will bring hlvis to it's knees. it is likely that your r_speeds will be acceptable in the end, but you must be prepared for monstrous complie times. my experience has been that hlvis times go up roughly with the square of the average area size, not the size of the map as a whole.

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Re: SPLA Map
Posted by Tracer Bullet on Wed Oct 29th at 2:59am 2003


Okay, here are some pics Money.

I don't have time to comment right now, but I bet some of our fellow pitcrew members will have somthing to add.

[addsig]





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