Re: dm_defenestrate
Posted by G.Ballblue on
Fri Oct 27th 2006 at 3:32pm
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Only thing I would have suggested to you would have been to make the top of the cliff in screen2 much less flat. Looks like an anvil top to be honest :razz:
The river stuff in screen1 is impressive, particularly the bridge architecture. I also think the water shine is just perfect for that area.
And on a quick side note, I think you have the map file under the wrong category :heee: Methinks it should be HL2DM (?), not HL :razz:
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: dm_defenestrate
Posted by French Toast on
Fri Oct 27th 2006 at 4:38pm
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Looking at the screens... it just lacks a certain 'junk' aspect that HL2 and CS have. There's just not enough crap scattered around imo.
Re: dm_defenestrate
Posted by G.Ballblue on
Fri Oct 27th 2006 at 8:06pm
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Also, some of those rooftops on the cabins could use a little reworking :wink: They need to droop over the walls a bit.
But on the topic of garbage and junk: I think it's a breath of fresh air to not see an HL2 map that looks like a wasteland. Just my personal thoughts, though :smile:
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: dm_defenestrate
Posted by lamellama on
Mon Oct 30th 2006 at 1:18pm
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The theme?
I used all the optimisation techniques with the exception of occluders and areaportals. The only thing is there is a lot of expensive water in the map, which goes against the multiplayer mapping code but it just doesnt look as good without it. Its also slowing down the compiling a lot but the performance is good, I only have a geforce 4 but have an average of 30 fps with settings on high.
I can't bring myself to change the water although it is obviously effecting the performance. I'll try compiling it with cheap water at least and see how much difference it makes.
Re: dm_defenestrate
Posted by midkay on
Mon Oct 30th 2006 at 3:37pm
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Huh? No water, cheap water, and expensive water all don't affect compile time at all. Water will affect in-game performance, but it most definitely won't add more than half a second to your compile time.
Re: dm_defenestrate
Posted by G.Ballblue on
Tue Oct 31st 2006 at 4:36pm
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Wait, are you compiling through Hammer? That might be adding an unessasary drain on the computer, slowing the compiles. If you aren't already, you might want to try looking for a batch compiler, like Nem's.
Although, I would expect and HL2 map to take quite a while to compile. Mommamesa currently takes 7+ hours to compile, and that's for HL1 :/
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: dm_defenestrate
Posted by lamellama on
Tue Oct 31st 2006 at 5:16pm
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Thanks, thats a good idea
Re: dm_defenestrate
Posted by lamellama on
Thu Nov 2nd 2006 at 12:12pm
Posted
2006-11-02 12:12pm
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hehehehe yeah
here is the vbsp:
Loading C:\HL2MOD\DM Map\maps\dm_defenestrate.vmf
fixing up env_cubemap materials on brush sides...
0...1...2...3...4...5...6...7...8...9...100...1...2...3...4...5...6...7...8...9...10Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 198 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing C:\HL2MOD\DM Map\maps\dm_defenestrate.prt...done (0)
WARNING: node without a volume
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_07*.vmt
Run buildcubemaps in the engine to get the correct cube maps.
No such variable "$hdrbasetexture" for material "skybox/sky_day01_07rt"
Can't load skybox file skybox/sky_day01_07 to build the default cubemap!
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 (0) (298811 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 3180 texinfos to 1724
Reduced 197 texdatas to 171 (7063 bytes to 6186)
Writing C:\HL2MOD\DM Map\maps\dm_defenestrate.bsp
5 seconds elapsed
in the vrad there is:
3 degenerate faces
and 1 zero area child patch
that takes 7 minutes, 17 seconds
Many of the displacements cut into the water, should I cut them at the water line? Would it make a big difference? I'm busy today but maybe tomorrow i'll have a chance to try some things out
Re: dm_defenestrate
Posted by Finger on
Thu Nov 2nd 2006 at 5:29pm
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If you are comfortable with offering your vmf file, it would be good to get some experienced eyes looking at the actual construction. It's hard to tell what's going on with a few screenshots and compile log.
Also, you should relegiously use func_detail to help control Vis. Any brush that isn't used to occlude should probably be turned into a func_detail. You would be amazed at how much difference that makes in compile times. I've gone from hours to minutes, simply by optimizing with func_detail. Be careful though, func_detail brushes don't occlude and they don't seal the world.
Re: dm_defenestrate
Posted by midkay on
Thu Nov 2nd 2006 at 5:57pm
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I've gone from 7 and a half hours to 30 seconds.
Learn func_detail and use glview. You must have some complex geometry that's really causing vvis some pain. Vvis shouldn't take more than around a half-hour at most (a few minutes in most cases, if you optimize carefully).
No single error would cause a 35-hour compile. That is literally around a hundred times as long as it should take. Search Valve's developer wiki for glview and func_detail, and start to use them.
As finger suggested - posting the VMF would certainly help if you need or want more in-depth help, but any complex geometry in your map should be func_detailed.
Re: dm_defenestrate
Posted by midkay on
Thu Nov 2nd 2006 at 11:18pm
Posted
2006-11-02 11:18pm
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Is that necessary? I mean - clearly the problem is Vvis taking forever computing visibility between leaves. Why's that? Clearly, too many leaves. Probably several un-func_detailed brushes at odd angles and high vertex densities. So what'll an error check do? You and I know the problem, it's no mystery - now you use glview and func_detail to fix it.
As well as that tutorial, that can be helpful :smile: But nothing other than func_detailing will get you from 35 hours to a half hour.
-- midkay
Re: dm_defenestrate
Posted by lamellama on
Fri Nov 3rd 2006 at 10:36am
Posted
2006-11-03 10:36am
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35 hours is nothing :biggrin: the first time I did a full compile it took 3 days and then I cancelled it, wasnt even half way.
Re: dm_defenestrate
Posted by midkay on
Fri Nov 3rd 2006 at 2:33pm
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Something's wrong with you. :smile:
The sooner you start optimizing, the sooner you can start building more and recompiling in the middle of the day to test changes within 10 minutes. Spend a couple hours and I bet it goes down to 20-30 minutes at least.
-- midkay
Re: dm_defenestrate
Posted by lamellama on
Sat Nov 4th 2006 at 10:24am
Posted
2006-11-04 10:24am
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3 hours, 52 minutes, 39 seconds elapsed
Thanks guys you were right, I had overlooked quite a lot of stuff which could be function detail. This will save a lot of time.
Also I have figured out the water problem, I have blocked the view of much of the water to improve the ingame performance and it has made a big difference, it did require a big redesign but it was worth it.
Re: dm_defenestrate
Posted by midkay on
Sun Nov 5th 2006 at 2:46am
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That must feel like a major relief - you can at least now compile overnight.
Even though you've eighthed (?.. :smile: ) your compile time there's still a lot more you can do to take that from easily overnight compiles to EASILY midday compiles. Keep at it, make sure you use glview, all that.
One more thing that might be useful is go into the Auto visgroups (Auto tab in a panel at the right) and uncheck the "Func_detail" checkbox under "world detail" and then it'll hide all the func_details in the map. This way you can see exactly what vvis is computing when it runs its portalflow phase. This is useful because now you can fly around the map and make sure you haven't forgotten anything. Look for anything really that's not a block (cylinders, cones, spheres - all those should definitely be func_detailed). You can uncheck all the props as well (even uncheck all the world detail) to see literally the bare bones brushes of the map that vvis will consider to block visiblity). Should help a lot.
So congrats, you really helped it a lot, but it's still way out there - keep at it and you'll get it way down.
-- midkay
Re: dm_defenestrate
Posted by lamellama on
Sun Dec 31st 2006 at 1:00pm
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Thankyou Skyrider, the map is now on filefront.
Re: dm_defenestrate
Posted by Captain P on
Thu Jan 4th 2007 at 7:19pm
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I ran through it for a while, and it looks nice. More 'happy', sunny, compared to the HL2 highway 17 levels.
Performance wasn't super though, I got 20fps on average, with 15fps as a minimum. I don't know how that behaves when put on a server, but it's on the edge I think.
Gameplay-wise, I haven't tested it against others, but it felt very linear to me. The map doesn't look very balanced either with the RPG placed on a high, easy-to-defend spot. Of course, the crossbow can be found on the other side, but that one is pretty inaccurate on long distances, and besides the houses there's virtually no cover against the RPG.
The houses provide some variation with their close-quarter combat, but I think you should've added more of them to outbalance the RPG, and made their entrances less narrow and remove the doors, because these slow down movement a lot.
All in all, looks nice, but I'm not so sure about how it'll play.
Re: dm_defenestrate
Posted by Captain P on
Thu Jan 4th 2007 at 7:19pm
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I ran through it for a while, and it looks nice. More 'happy', sunny, compared to the HL2 highway 17 levels.
Performance wasn't super though, I got 20fps on average, with 15fps as a minimum. I don't know how that behaves when put on a server, but it's on the edge I think.
Gameplay-wise, I haven't tested it against others, but it felt very linear to me. The map doesn't look very balanced either with the RPG placed on a high, easy-to-defend spot. Of course, the crossbow can be found on the other side, but that one is pretty inaccurate on long distances, and besides the houses there's virtually no cover against the RPG.
The houses provide some variation with their close-quarter combat, but I think you should've added more of them to outbalance the RPG, and made their entrances less narrow and remove the doors, because these slow down movement a lot.
All in all, looks nice, but I'm not so sure about how it'll play.