[article] R_speeds
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Re: [article] R_speeds
Posted by Hornpipe2 on Sat Jan 17th at 12:42am 2004



This is a discussion topic for the article "R_speeds" by Hornpipe2 which can be found here

Article description:

What they are and how to control them






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Re: [article] R_speeds
Posted by 7dk2h4md720ih on Sun Aug 1st at 5:01am 2004


Nice, clear tutorial. Good work.



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Re: [article] R_speeds
Posted by Hornpipe2 on Sat Jan 17th at 4:53am 2004


I thought the tutorial in the Hammer help file was pretty good for the subject. I guess I could've referenced it instead of including it though, heh.
I suppose I could remove it (or edit it so it's more clear)




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Re: [article] R_speeds
Posted by Cash Car Star on Sat Jan 17th at 8:38am 2004


One of the screens has a software display to list the r_speeds. Since it gives different output, someone seeing it for the first time could easily be confused. Bit of a hodgepodge of a tut, and lengthy at that. You should have stuck to one aspect of r_speeds and controlling them rather than trying to cram it all in.



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Re: [article] R_speeds
Posted by Gollum on Sat Jan 17th at 2:40pm 2004


Blimey, if I'd known those images would make their way into a tutorial I would've tarted them up a bit smiley Anyway, glad to be of use smiley

I think this tutorial contains good advice and is well presented. Yes, it tries to cover a lot, but at least you take the time to format it with headings etc. It's not overly rambling.




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Re: [article] R_speeds
Posted by DeathMedic3rd on Sat Jan 17th at 1:44pm 2004


yea, i knew where those images were from.
thanks for the ideas for diffrent types of hall ways.




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Re: [article] R_speeds
Posted by RadBrad on Sat Jan 17th at 4:05pm 2004


One thing that might have been mentioned was the gl_wireframe commands that you can use to find what objects are breaking up other objects when it's not obvious. Compile your map with -dev -console and the "Run Map" button checked. Once inside the map, type gl_wireframe 1 in console to see the ploygons that were used for the calculations. They should be nice and square. When you see a lot fo triangles that are leaning, this is a problem area. All in all, a good tutorial that explains the problem, how to "measure" it, and ways to fix it.



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Re: [article] R_speeds
Posted by matt on Sat Jan 17th at 7:16pm 2004


Its all there.



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Re: [article] R_speeds
Posted by RadBrad on Sun Jan 18th at 5:07am 2004


Good Lord! My bad! (Yeah, yeah... glasses are NOT far away!)



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Re: [article] R_speeds
Posted by Andrei on Tue Mar 9th at 8:54am 2004


Very good tut, clear and to the point. smiley



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Re: [article] R_speeds
Posted by Orpheus on Sun Apr 18th at 12:08am 2004


i dunno if this was mentioned, but its worth a note.. most of these screens are in softwaremode.. so if they are curious how to achive similar screens, use the r_drawflat 1 command..



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Re: [article] R_speeds
Posted by parakeet on Thu May 6th at 1:38am 2004


helped my rspeed tremendously



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Re: [article] R_speeds
Posted by Foxpup on Thu Dec 2nd at 10:52pm 2004


I had no idea software mode had a limit of 800 polys...




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