Posted by Yak_Fighter on Mon Dec 27th at 10:21pm 2004
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Posted by Zeon on Tue Dec 28th at 5:28am 2004
I have had the same concerns about my maps, and I have found that it all depends on where your priorities lie. If you want to have lots of prop_physics, you'll need to sacrifice fps for it in open areas. There are some things you can do to optimize the portions that are already there...like using func_detail on your brushes, lod's, etc etc, but it all comes down to what the point of your map is. If you want it to be a smooth runner, you might need to slim the map down a bit to accomodate. Otherwise, make the whole thing out of glass and let people howl about only getting 1 fps, lol.
Posted by Yak_Fighter on Tue Dec 28th at 5:54am 2004
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Posted by Zeon on Tue Dec 28th at 9:34pm 2004
Honestly, I would make the map as best I could and include everything that I wanted, then test to see its performance. If it's below the threshold that is acceptable, start making sacrifices on the props.
It all comes down to first making maps fun. If everyone was worried about getting extreme performance out of each map, then there would be hundreds of maps with a floor, 1 light, and a physics barrel in the middle. By adding more physics and detail, you increase the fun factor (IMO). It's kinda sad, but you always have to keep in mind the possibility that some dufus will go into your level and stack every physics prop in the same area, then complain about lag. I guess you can always set a timer on every prop to explode after it has been awake for more than 10 seconds...that'd stop any tom-foolery ![]()
Posted by SaintGreg on Wed Dec 29th at 4:57am 2004
Things will get thrown around alot, but I'll bet that generally it will even out on where they get thrown to. You won't end up with all the props getting thrown into one area unless that is the only guy in the map. Items will tend to stay around where they start, especially if they start near spawns. If an item starts near a spawn it will get thrown around alot by people fighting there but its unlikely to leave the vacinity much. Even if it does its just one prop right?
Posted by Leperous on Wed Dec 29th at 11:33am 2004
Are you referring to prop_physics in the sense that you're worried about all the objects that will be thrown around, or that there will be a lot of models populating your map in general? If it's the former, personally I'd just cut down on the prop_physics- they're fun but too many can get irritating. The latter is trickier as it's harder to judge performance now (I guess you're okay, but what about those of us with very fast PCs, how are our maps going to perform on slower machines?!). I personally just use showtexturebudget or whatever the console command is, along with mat_wireframe, and try to keep model memory usage as low as possible :/
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Posted by Agent Smith on Sat Jan 1st at 2:02pm 2005
I figure that since Valve are going to be running top of the line PC's, and the fact that their own maps are getting bad FPS, it shouldn't matter too much, unless of course your hitting red all the time.
I'm also having this problem with prop_details. They never work, always coming up with an error icon and something about being vertex lit, when props should be point lit. The detail I've added with prop_statics instead of prop_details are sucking some frames I'd like to save. Anyone have a clue what the problem is?
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Posted by Campaignjunkie on Sat Jan 1st at 7:01pm 2005
mat_wireframe really helps too. VIS in HL2 is pretty inaccurate since not every poly is important. It will overdraw a lot of stuff, so you'll have to define some fade-out/fade-in with static props. Like for example, I have a shed with a generator in it; I've set a radius so it only renders when the player is roughly near the shed or inside, otherwise it would always be rendered no matter what.
Overall though, I wouldn't worry about it. If even the "official" maps have FPS drops, I'm sure it's okay and an unfortunately unavoidable part of HL2DM mapping.
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Posted by ReNo on Sat Jan 1st at 7:24pm 2005
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Posted by satchmo on Sat Jan 1st at 10:52pm 2005
I've heard people experiencing problem with prop_physics_multiplayer when it's used in a map (for example, not being able to pick up the models with the gravity gun).
What about using occluders? I am having some high budget problem with my map too, with frame rates hitting around 40's in some spots. But I am hoping that a few occluders in strategic spots will solve some of the issues. (Of course, this wouldn't work in large open areas when the prop_physics models are thrown around).
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Posted by Agent Smith on Sun Jan 2nd at 2:27pm 2005
The prop_physics_multiplayer is buggered something severe. What it essentially does is make the collision zone around the object incredibly simple. I've found that with boxes and things it makes the collision zone a cube of about 16x16 in the centre of the prop, so it ends up halfway through the ground. As Satchmo alse mentioned, the object tend to become stuck in brushes when damaged and can no longer be picked up.
Car's seem to work fine but for most of the objects in my map I've been forced to use prop_physics.
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