other model rendering help

other model rendering help

Re: other model rendering help Posted by Carcase on Sat Dec 10th 2005 at 7:52pm
Carcase
145 posts
Posted 2005-12-10 7:52pm
Carcase
member
145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
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.jpghttp://img290.imageshack.us/my.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 files\valve\steam\steamapps\dj_arendee\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\dj_arendee\half-life 2\hl2" "C:\Program Files\Valve\Steam\SteamApps\dj_arendee\half-life 2\hl2\maps\RV_Avalus_Canopy"

Valve Software - vbsp.exe (Jan 19 2005)
1 threads
materialPath: c:\program files\valve\steam\steamapps\dj_arendee\half-life 2\hl2\materials
Loading C:\Program Files\Valve\Steam\SteamApps\dj_arendee\half-life 2\hl2\maps\RV_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 Files\Valve\Steam\SteamApps\dj_arendee\half-life 2\hl2\maps\RV_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 Files\Valve\Steam\SteamApps\dj_arendee\half-life 2\hl2\maps\RV_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 files\valve\steam\steamapps\dj_arendee\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\valve\steam\steamapps\dj_arendee\half-life 2\hl2" -fast "C:\Program Files\Valve\Steam\SteamApps\dj_arendee\half-life 2\hl2\maps\RV_Avalus_Canopy"

Valve Software - vvis.exe (Dec 15 2004)
fastvis = true
1 threads
reading c:\program files\valve\steam\steamapps\dj_arendee\half-life 2\hl2\maps\RV_Avalus_Canopy.bsp
reading c:\program files\valve\steam\steamapps\dj_arendee\half-life 2\hl2\maps\RV_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 files\valve\steam\steamapps\dj_arendee\half-life 2\hl2\maps\RV_Avalus_Canopy.bsp
6 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\dj_arendee\half-life 2\hl2\maps\RV_Avalus_Canopy.bsp" "c:\program files\valve\steam\steamapps\dj_arendee\half-life 2\hl2\maps\RV_Avalus_Canopy.bsp"
Re: other model rendering help Posted by omegaslayer on Sat Dec 10th 2005 at 9:34pm
omegaslayer
2481 posts
Posted 2005-12-10 9:34pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
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)
Posting And You
Re: other model rendering help Posted by Carcase on Sat Dec 10th 2005 at 9:49pm
Carcase
145 posts
Posted 2005-12-10 9:49pm
Carcase
member
145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
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.
Re: other model rendering help Posted by omegaslayer on Sat Dec 10th 2005 at 9:55pm
omegaslayer
2481 posts
Posted 2005-12-10 9:55pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
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
Posting And You
Re: other model rendering help Posted by Carcase on Sat Dec 10th 2005 at 10:07pm
Carcase
145 posts
Posted 2005-12-10 10:07pm
Carcase
member
145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
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.
Re: other model rendering help Posted by Carcase on Sun Dec 11th 2005 at 3:00am
Carcase
145 posts
Posted 2005-12-11 3:00am
Carcase
member
145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
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.
Re: other model rendering help Posted by Carcase on Sun Dec 11th 2005 at 6:12pm
Carcase
145 posts
Posted 2005-12-11 6:12pm
Carcase
member
145 posts 15 snarkmarks Registered: Nov 15th 2003 Location: Northern Virginia
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.
Re: other model rendering help Posted by Underdog on Sun Dec 11th 2005 at 6:29pm
Underdog
1018 posts
Posted 2005-12-11 6:29pm
Underdog
member
1018 posts 102 snarkmarks Registered: Dec 12th 2004 Occupation: Sales-Construction Location: United States
If you are positive you solved it, mark it "Solved"
There is no history until something happens, then there is.