Orpheus said:YES!!! Someone commented on that!!!
the fact, that some dingbat (wonders if dingbat is another UK cussword :rolleyes: )wasted a vote, by selecting the 5000 option, tells me we have little real use for a polling system :wink:
seems to me, that if its that unimportant to someone, why bother :/
A Binary Tree. Another spliting plane's either in front of or behind it's parent node's spliting plane....wait, so you usually use a tree of trees for the bsp/face spliting??
Orpheus said:Don't tell me you bus drivers are wannabe-truckers
actually no, in truckers lingo, buddy is gay, but bud, was shortened to differentiate the two..
Leperous said:sometimes lep, you're worse than i am.
Orpheus said:Don't tell me you bus drivers are wannabe-truckers
actually no, in truckers lingo, buddy is gay, but bud, was shortened to differentiate the two..
JFry said:ain't been mapping long have you? else, haven't released much.
I put 1000 but I view r_speeds simpy as a guideline and not the final word on how smooth it will be. For example lets say you put a few high w_poly pillars in a very small room and give everything the same texture. Chances are it will still render fast because there isn't much to do besides draw the cylinders. Now imagine a huge area with lots and lots of cubes all with different textures. Even if the r_speeds are lower in the cube area it will render slower because of the wide open space and the many textures.
Crono said:It might help looking up the BSP FAQ, it's all over the Internet. You kinda have to reread each section several times to understand what's going on(some of it I still don't quite get).
A Binary Tree. Another spliting plane's either in front of or behind it's parent node's spliting plane....wait, so you usually use a tree of trees for the bsp/face spliting??
I thought that some of the other algorithms for trees were more efficient ... hmm.
I guess a programmer would shoot themselves if they had to create the bsp structure using AVL or something like that (it would also run slow if the balancing was done durring runtime, however if it wasn't it might be more efficient and reliable in the speed area)
Ive been mapping for 3 years and i still dont uderstand 100% the wonders of HINT brushes.Manual Visblocking, which no one has really explained how to use well. I don't think that the Terragen developers even know how to use them, since if you use HINT brushes in your terrain generation they're laid out as a Grid (meaning in Hammer the grid lines are also HINT brushes if you look in the 3D view). And do they work? No. I think Hint brushes can only REALLY be used around corners and in areas that have openings to where there is NO way you could see around the corner or such (like a trench) you'd use a HINT brush as the ceiling. But that's just a guess, since no one's really ever explained them.
Orpheus said:
Leperous said:sometimes lep, you're worse than i am.
Orpheus said:Don't tell me you bus drivers are wannabe-truckers
actually no, in truckers lingo, buddy is gay, but bud, was shortened to differentiate the two..
what do you think i was, before i started delivering busses silly.
my CDL's are still current.. i went to college (stop glaring asswipe), actually got credits and everything, just to learn how to drive semi-trucks.
was an 8 week course, but was fun.JFry said:ain't been mapping long have you? else, haven't released much.
I put 1000 but I view r_speeds simpy as a guideline and not the final word on how smooth it will be. For example lets say you put a few high w_poly pillars in a very small room and give everything the same texture. Chances are it will still render fast because there isn't much to do besides draw the cylinders. Now imagine a huge area with lots and lots of cubes all with different textures. Even if the r_speeds are lower in the cube area it will render slower because of the wide open space and the many textures.
I find this comment rather arrogant. Are you disagreeing with me? if so be my guest and prove your point. Otherwise please keep your rude comments to yourself.
Edge Damodred said:this pic covers a large area with lots of different textures, and could apply to what you say there Edge. even though the world and entity r's are well within accepted limits, it still takes 7ms to draw. and thats with a new kick-ass card that i may have already mentioned elsewhere. :razz:
Context/Texture changes- Areas that have fewer amounts of textures in the region will definitely perform better because there's a bottleneck when the renderer has to change textures. This is actually a biggie.........
JFry said:dude, your 1st mistake was assuming i was being arrogant, arrogant would be "do you know who the hell you are talking to bucko?" thats arrogant.
I never questioned your experience in the first place Orph. The subject at hand is r_speeds, and you have yet to prove my statement inaccurate. All you have provided is mere insults (which I would expect from the 12-15 year olds whom likely frequent this site, but not you).
JFry said:Christ, why don't you cry. This is an internet forum, let's not take it too seriously now.
I never questioned your experience in the first place Orph. The subject at hand is r_speeds, and you have yet to prove my statement inaccurate. All you have provided is mere insults (which I would expect from the 12-15 year olds whom likely frequent this site, but not you).
Cassius said:Yeah, you get the right to brag to everyone about the impressive visuals you created that have low r_speeds. It gets you chicks. (well... not really.)
800 r_speeds is the 'gentleman's limit'. In all honesty, there are very few computers I've ever seen in my entire three-year experience with Half-Life, from start to present, that could not handle 900-950 without a hitch, but limiting yourself always adds a nice element to mapping.
fishy said:Oh, no!The r_speeds from HELL!!!We are doomed! :smile:
KungFuSquirrel said:Neato :smile: I've known about this use of HINTS in theory but never had occasion to try it out in practice. However, it makes good sense. Although the BSP/VIS algorithms will generally find a more-or-less optimal zoning for the map, they won't be able to take the short-cuts that humans can (like, "that cylinder in the middle of the room isn't going to help VIS, so let's just take it out of the calculations").
If I tossed a random cylinder into the middle, yes. But if you build a hint brush to fit complex architecture, it can greatly simplify VIS calculations and face splits around it, and you can even do it without creating any new face splits.
JFry said:its not that i am sensitive, but of late it seems that some of our newer members, because i have no maps pending, either assume i am uninformed, or something worse.
You're the best Orpheus thanks for pointing out those errors. But why are you so sensitive about your mapping knowledge lately? I think it's time you re-installed half-life. You know you miss it...
Mr.Ben said:am i to infer that you do not like the idea of lep running this site?
Yeah thats right orph, you tell that foo' who's boss rolls eyes
am i to infer that you do not like the idea of lep running this site?Bwahahahaa. I needed that laugh Orph. :smile:
Kage_Prototype said:[color=pink]blushes[/color]
am i to infer that you do not like the idea of lep running this site?Bwahahahaa. I needed that laugh Orph. :smile:

Jinx said:its this topic, or we tell everyone you mom still dresses you funny.
[color=orange][b][size=13]this topic = OLD![/b][/color][/size]
not even going to comment, it's been beat into the ground too many times.
Mr.Ben said:Hey ! Software mode roxors your soxors ! (I played for about 2 years on software mode, lowest res ... argh, teh horror !)
software mode should be illegal now.
Mr.Ben said:Tell that to Flayra and the NS team. When I ran in software mode worldmodels would constantly warp and look terrible, but they expect a mod that has tons and tons of models everywhere to run fine in software and enforce the official guidelines to that tune.
Yeah thats right orph, you tell that foo' who's boss rolls eyes
Oh and for what's worth i said 1000 because that is a nice round number, this isn't the dark ages any more, software mode should be illegal now.
fishy said:How could such people be let loose on a computer?!
i wonder how many people play using software mode, simply because it is the default setting, and they dont want to tamper with things that they dont understand, just in case they 'break' something.
i'd be willing to bet thats its more than just a few.