other model rendering help
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Re: other model rendering help
Posted by Carcase on Sat Dec 10th at 7:52pm 2005


Ok so I have this map that has a segment that is almost laser tag themed. You start off at a door and go into a large open room that has a sort of labrynth at the bottom of it, with little windows in the walls to shoot through.

Picture:

http://img290.imageshack.us/full.php?image=labrynth17jf.jpg

The objective, once you pass through the maze, is to go up the large wall ramp thing, circle around the top of the wall on catwalks, then exit through a hole in the ceiling, which I have not yet created.

Picture:

http://img352.imageshack.us/full.php?image=labrynth25pv.jpg

And now the problem.

After a compile it looks real pretty like I wanted it to look. But the framerate is down at 10 fps and according to showbudget its the "other model rendering"'s fault. Everything else is way down low. The swab buffers arn't a problem because I used cheap water, cheap tiles, and a cheap wall texture.

My guess is its all the walls and columns that I used for the maze. But these are the whole point of the scenario! At the moment, they are all detail brushes. I have tried full compile but the frame rate is 10-12 fps, in stead of my usual 60.

Is there anyway I can get around the "other model rendering" problem? Is there any thing I should do?

by the way, that large brush that includes the ramps, that is all 1 detail brush, and I wonder if turning that into a bsp and deleting the floor beneath it, would make it run faster. anyone think this will help?

All help will be greatly appreciated. thanks.

heres my compile with vis on fast and rad turned off:


** Executing...
** Command: "c:program filesvalvesteamsteamappsdj_arendeesourcesdkbinvbsp.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsdj_arendeehalf-life 2hl2" "C:Program FilesValveSteamSteamAppsdj_arendeehalf-life 2hl2mapsRV_Avalus_Canopy"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:program filesvalvesteamsteamappsdj_arendeehalf-life 2hl2materials
Loading C:Program FilesValveSteamSteamAppsdj_arendeehalf-life 2hl2mapsRV_Avalus_Canopy.vmf
fixing up env_cubemap materials on brush sides...
env_cubemap pointing at deleted brushside near (7128, -448, -1911)
env_cubemap pointing at deleted brushside near (7128, -448, -1911)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 512 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:Program FilesValveSteamSteamAppsdj_arendeehalf-life 2hl2mapsRV_Avalus_Canopy.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day03_06...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (543660 bytes)
Emitting linux collision data (use -nolinuxdata to disable).
Building Physics collision data...
done (1) (543660 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing C:Program FilesValveSteamSteamAppsdj_arendeehalf-life 2hl2mapsRV_Avalus_Canopy.bsp
16 seconds elapsed
Memory leak: mempool blocks left in memory: 48
Memory leak: mempool blocks left in memory: 6

** Executing...
** Command: "c:program filesvalvesteamsteamappsdj_arendeesourcesdkbinvvis.exe"
** Parameters: -game "c:program filesvalvesteamsteamappsdj_arendeehalf-life 2hl2" -fast "C:Program FilesValveSteamSteamAppsdj_arendeehalf-life 2hl2mapsRV_Avalus_Canopy"

Valve Software - vvis.exe (Dec 15 2004)
fastvis = true
1 threads
reading c:program filesvalvesteamsteamappsdj_arendeehalf-life 2hl2mapsRV_Avalus_Canopy.bsp
reading c:program filesvalvesteamsteamappsdj_arendeehalf-life 2hl2mapsRV_Avalus_Canopy.prt
1048 portalclusters
3119 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (6)
Optimized: 18694 visible clusters (0.00%)
Total clusters visible: 393550
Average clusters visible: 375
Building PAS...
Average clusters audible: 935
visdatasize:208967 compressed from 285056
writing c:program filesvalvesteamsteamappsdj_arendeehalf-life 2hl2mapsRV_Avalus_Canopy.bsp
6 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:Program FilesValveSteamSteamAppsdj_arendeehalf-life 2hl2mapsRV_Avalus_Canopy.bsp" "c:program filesvalvesteamsteamappsdj_arendeehalf-life 2hl2mapsRV_Avalus_Canopy.bsp"





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Re: other model rendering help
Posted by omegaslayer on Sat Dec 10th at 9:34pm 2005


Could you provide us a picture of it in game with the +showbudget GUI please. And I believe othermodel rendering applies to the weapons/ammo stuff.

edit: ohh wait you compiled it with fast vis, compile it with full and this problem will most likely go away (just turn those lazer tag walls into func_detail and vis will go much faster)






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Re: other model rendering help
Posted by Carcase on Sat Dec 10th at 9:49pm 2005


picture of ingame screenshot:

http://img367.imageshack.us/full.php?image=labrynth35an.jpg

you'll have to excuse the cubemap refraction texture, I minimized it and was too lazy to build the cubemaps. Also, the physics is a little high due to the large amount of dead enemies I placed and killed cuz I was goofing around. But The "other model rendering" remained the same, as well as the same exact 11 fps framerate.

the pic is a little unclear, but the "other model rendering" would be the longest pink line.

Thanks for your help though

Edit: THIS was compiled normal vis and normal rad. And those ARE func_detail.





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Re: other model rendering help
Posted by omegaslayer on Sat Dec 10th at 9:55pm 2005


Do you have a lot of small models hanging around (like weapons and ammo types)? If so I would say to delete them, compile and see what happens, becasue I think other model rendering has to do with weapons/ammo models






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Re: other model rendering help
Posted by Carcase on Sat Dec 10th at 10:07pm 2005


hmm, well, almost every one of the cops you kill gives you an smg, and will sometimes drop a healthkit, but even so there would be about 15 of those lying around on the ground, which I don't think is that big a number.

Do you think it could be one of those things where you compile one second, and the next you're ok? So far i'm not having such luck.





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Re: other model rendering help
Posted by Carcase on Sun Dec 11th at 3:00am 2005


ok I tried, didn't work

edit: ok well removing the guns gives me about 1 more frame. I raised a detail brush from clipping 2 units into the ground, that gave me about 5 frames, now I can't figure out what else needs fixing.





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Re: other model rendering help
Posted by Carcase on Sun Dec 11th at 6:12pm 2005


Ok I figured it out. It turned out that all of the func_details were lifted about 2 units off of the ground. so I guess it was trying to render that extra polygon given from every brush?

I'm just confused as to why the "detail prop rendering" wasn't freaking out instead of the "other model rendering", which supposedly funcions for weapons.

The "other model rendering" is still fairly high, but its not affecting the framerate anymore as i've managed to get it below a certain point.





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Re: other model rendering help
Posted by Underdog on Sun Dec 11th at 6:29pm 2005


If you are positive you solved it, mark it "Solved"


There is no history until something happens, then there is.




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