Re: Render problems causing high r_speeds
Posted by Orpheus on
Sun Mar 27th 2011 at 7:10pm
Orpheus
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9 times out of ten the r_speed issue is because someone forgot to do a full compile. Up to a certain point fast compiles will suffice but from then on to get an accurate reading you must do a full compile.
Other causes:
[*]You do not have adequate vis blocking.
[*]You are using older/out moded tools.
[*]You have a hole and the compile was interrupted.
Try seeing if any of these are the issue and get back to us.
Also, load in DEV mode and turn r_speeds on so WE can see the numbers.
Its nice to see someone using r_drawflat. Its much more reliable imo.
Good luck.. Welcome to Snarkpit
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Re: Render problems causing high r_speeds
Posted by Trucker on
Mon Mar 28th 2011 at 7:52am
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So you would suggest to use this HLCC compiler instead of batchcompiling?
and Cheers for the answer, i will make sure to try it as a fix!
Re: Render problems causing high r_speeds
Posted by Orpheus on
Mon Mar 28th 2011 at 10:43am
Posted
2011-03-28 10:43am
Orpheus
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No I do not suggest it so much as it is a course to try. I used HLCC. I preferred a batch compiler. That said, HLCC will generate a great Bat for you upon request.
The only reason I suggest it is because it can show you many settings for different bat files... AND its a great first stepping stone for learning how to compile.
That said.. Hammer compiles decently. There was a time people used bat file compilers to save ram. These days, ram is much less an issue. You might try that route.
Also, exporting to map is a great way to find errors. Not that this is you problem, but its always good to remember.
The best things in life, aren't things.
Re: Render problems causing high r_speeds
Posted by Orpheus on
Mon Mar 28th 2011 at 2:56pm
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Few maps are doomed. All you'd have to do is look at a Doc Rock map and you'd know that anything is releasable.
Seriously though, we have a shitload of tutorials on optimizing maps. Try some of them. Without actually seeing the map I cannot determine the areas that need addressed. It sounds to me like a minor vis blocking situation. Especially if you have received no error messages.
HLCC is very old. It might not work well BUT it will only compile .map files. NOT .rmf's You need to export to map before using it.
You might try zipping your bsp and seeing if someone will look at it for you.
The best things in life, aren't things.
Re: Render problems causing high r_speeds
Posted by Orpheus on
Mon Mar 28th 2011 at 7:24pm
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Give'm time. Someone may step up to the plate. I imagine its something real simple. If no one gets to it by the time I get home, I'll give'r a looksee.
The best things in life, aren't things.
Re: Render problems causing high r_speeds
Posted by Orpheus on
Mon Mar 28th 2011 at 7:35pm
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Just left Edison New Jersey. Right now I'm in West Chester Pennsylvania. I will be heading for Fort Worth Texas soon.
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Re: Render problems causing high r_speeds
Posted by Orpheus on
Tue Mar 29th 2011 at 12:05am
Posted
2011-03-29 12:05am
Orpheus
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There are two oddities that no one has ever given a satisfactory answer IMO.
[*]There is some threshold where maps change from "NO PROBLEMS" to "PROBLEMS"
No one has ever said at what point this occurs but every map does it.
[*]There are certain problems that are caused by absolutely nothing, and even sometimes go away without altering a damned thing.
These two things happen with startling regularity. If you do continue mapping you will invariably come across both many times.
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Re: Render problems causing high r_speeds
Posted by Orpheus on
Tue Mar 29th 2011 at 11:36am
Posted
2011-03-29 11:36am
Orpheus
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Somewhere here at Snarkpit there is a diagram of how the HL1 engine draws. It cannot draw through vis blocks but it can draw over and under vis blocking. So, if you are way back in a corner of some area and in a straight line you have vis blocking BUT the engine can see over the top, the wall is doing you absolutely no good.
In other words, the engine can see bounced... IE, over the wall reflected off the sky, into the next area.
This may not be your problem, but it could be. Areas need to be independently sealed with vis block. If it is possible for you to go over the top of the wall into the next area, so the engine can.
The best things in life, aren't things.
Re: Render problems causing high r_speeds
Posted by Orpheus on
Fri Apr 1st 2011 at 2:00pm
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Well, for my case it might be. I don't have anything editor wise installed for HL1. I haven't mapped in a very long time. I dunno.
It wouldn't take a minute to zip your bsp and upload it someplace.
I wonder if you can view it in HL2 editor...
I'll get back to you. In the mean time. zip that bsp.
[edit]
I tried. I cannot remember how to set up hammer using steam. I cannot even find the damned texture set.
Anyway.. I looked at what I could (which wasn't much) and it looks like you have everything in one area. Albeit, you got everything in separate cubicles, but essentially in one area. HL can see over those partitions.
I'll know better if/when you zip that bsp.
The best things in life, aren't things.
Re: Render problems causing high r_speeds
Posted by Orpheus on
Sat Apr 2nd 2011 at 1:13pm
Orpheus
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Dood, this out dated engine has created master pieces. Just because I cannot help you build this one, doesn't mean someone cannot.
Plus another thing you haven't taken into account. Maps of this nature don't usually play well or turn out all that well so you haven't really done anything wrong, that hasn't been done wrong before now. There is a reason why there aren't many maps like yours.
Still though, its your call. I do feel that if you are this easily discouraged you're not likely to go on to another more advanced engine. They are MUCH harder to map for.
The HL1 engine will teach you valuable lessons on what not to do and what works. Some of which will carry on to other engines.
I am sorry you didn't get the resolution you wanted. However, if you knew exactly how many dozens of maps I scrapped you'd not feel nearly as bad about this one. In the end I guess its better you discover you aren't ready to commit to level editing. Its a thankless task or more accurately, its a fleetingly thankful task.
Hope you hang around a while/ Perhaps you can locate some other school type maps and see how they did things.
Orph
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Re: Render problems causing high r_speeds
Posted by omegaslayer on
Mon Apr 4th 2011 at 4:04am
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topic was too long to read (lol), so just in case the issue hasn't been solved yet. Only world brushes block VIS, so if all your walls are func_walls (any entity) with glass, all the rooms will be drawn. Unfortunately there is no way around this outside of modifying the layout so it "tricks" the player into seeing more space when hes really not.
Re: Render problems causing high r_speeds
Posted by Trucker on
Mon Apr 4th 2011 at 7:30am
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hasn't been solved, and probably won't.
The walls are all world brushes
Re: Render problems causing high r_speeds
Posted by omegaslayer on
Mon Apr 4th 2011 at 4:54pm
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reads thread
Yeah i've done maps like this before (mimicking my school and calling it columbine - lol). However one of the key things I've discovered was that in real life you can see through the glass and be rendering all the things on the other side of the glass. Thats all the classrooms, and all the pencils/desks inside etc. I've gotten discouraged with this too in my early days, as a result I had tons of wide open areas that never ran well in the game, so I scrapped them.
IF there existed area portals in the original HL engine, then it could be worth while. However it only exists in goldsrc (? idk i never bothered) and the source engine. This map is very doable in the source engine if you read up on area portals (its like foggy windows that block whats being drawn inside a room). I suggest looking at dm_island17 source my mazemaster, it has a lot of good area-portal work in it with all his houses, and he still was able to create an enjoyable experience with a wide open map.
also
You could also just make the glass non-transparent for far away buildings that the player will never reach, or on classrooms that you cannot enter (like the lights are off? so you see opaque glass - its been done before), and then just make a few open classrooms (that are vis blocked away from one another - as in other areas of the map) to direct flow. This way you could "trick" the player into thinking its an entire school filled with classes that he can't enter.