Ent Maps and R_Speeds

Ent Maps and R_Speeds

Re: Ent Maps and R_Speeds Posted by eLiTe-VeLoCiTy on Tue Aug 3rd 2004 at 9:33pm
eLiTe-VeLoCiTy
9 posts
Posted 2004-08-03 9:33pm
9 posts 1 snarkmarks Registered: Jul 28th 2004
Ok, I have a big open area for the admins to play around in, the entites are underground and out of sight. Its just 1 big open area, so.. what should I do to the big open area to reduce R_Speeds. I have tried scaling the flat cliff walls but it doesnt help much. Any Ideas? :facelick:
Re: Ent Maps and R_Speeds Posted by Campaignjunkie on Tue Aug 3rd 2004 at 9:54pm
Campaignjunkie
1309 posts
Posted 2004-08-03 9:54pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Take a screenshot of the big open area in-game, with gl_wireframe 2 and
an r_speeds 1 on as well. Right now there's not much information to go
on.
Re: Ent Maps and R_Speeds Posted by eLiTe-VeLoCiTy on Tue Aug 3rd 2004 at 9:57pm
eLiTe-VeLoCiTy
9 posts
Posted 2004-08-03 9:57pm
9 posts 1 snarkmarks Registered: Jul 28th 2004
Fixed, It was all because of RAD, I didnt run it so I can just see if my conveyor worked fine. (My conveyor ride for the players :biggrin: )
Re: Ent Maps and R_Speeds Posted by ReNo on Tue Aug 3rd 2004 at 9:58pm
ReNo
5457 posts
Posted 2004-08-03 9:58pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
First off, a big open area for admins? Is this some sort of strange gameplay scenario in which the server admins are meant to be somewhere away from the other players? Or do you just mean the map has a big open area?

By "entities are underground and out of sight", which entities do you mean? Do you mean weapons and items, or ones like multimanagers, relays, and so on?

I guess the only important part of the question is "how do you reduce r_speeds in a large open area". The first solution is don't make huge open areas, as the HL engine is old and isn't really suited to such things. Ignoring that, there are some steps you can take to minimise r_speeds in a large open map. Typically this involves scaling up textures (if you have sand or something on the floor, change the scale to 1.5x1.5 or 2x2, and do likewise with cliffs or whatever) and avoiding face splitting (using entity brushes like func_walls / func_illusionaries, or leaving 1 unit gaps between world brushes). More information on both of these topics can be found in the tutorials section.

http://www.snarkpit.com/editing.php?page=tutorials&game=HL&id=60

EDIT: RAD is hugely unlikely to make any difference to r_speeds, though it can see performance increases (increased FPS) regardless. If you had an r_speed issue before, chances are you still will after running RAD.
Re: Ent Maps and R_Speeds Posted by fishy on Tue Aug 3rd 2004 at 9:59pm
fishy
2623 posts
Posted 2004-08-03 9:59pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
flat cliff walls and big open area makes it sound like a big box.

if so, you shouldnt need to worry about r's. what are the r_speeds at the moment?
Re: Ent Maps and R_Speeds Posted by eLiTe-VeLoCiTy on Tue Aug 3rd 2004 at 11:03pm
eLiTe-VeLoCiTy
9 posts
Posted 2004-08-03 11:03pm
9 posts 1 snarkmarks Registered: Jul 28th 2004
Havent you ever heard of an ent map? Its for an admin to use a tool to move entities around. There are entity maps just for an admin to build stuff for the players. And yes it does sound like a big box, but if I made complex cliffs, that would most likely increase r_speeds or FPS for a big open area like that, right? Oh, and Entities are placed underground so admins can use noclip to pull entities to the big open area. Well, the big open area isnt lagging anymore, so does it really matter anymore?
Re: Ent Maps and R_Speeds Posted by ReNo on Tue Aug 3rd 2004 at 11:38pm
ReNo
5457 posts
Posted 2004-08-03 11:38pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Ok, but chances are it wasn't an r_speed problem at all if running RAD makes it ok. It was probably just you getting poor performance because RAD wasn't running, which is an entirely different matter and one that has yet to really be explained funnily enough.
Re: Ent Maps and R_Speeds Posted by G.Ballblue on Wed Aug 4th 2004 at 2:56am
G.Ballblue
1511 posts
Posted 2004-08-04 2:56am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
ReNo said:
First off, a big open area for admins? Is this some sort of strange gameplay scenario in which the server admins are meant to be somewhere away from the other players? Or do you just mean the map has a big open area?

By "entities are underground and out of sight", which entities do you mean? Do you mean weapons and items, or ones like multimanagers, relays, and so on?

I guess the only important part of the question is "how do you reduce r_speeds in a large open area". The first solution is don't make huge open areas, as the HL engine is old and isn't really suited to such things. Ignoring that, there are some steps you can take to minimise r_speeds in a large open map. Typically this involves scaling up textures (if you have sand or something on the floor, change the scale to 1.5x1.5 or 2x2, and do likewise with cliffs or whatever) and avoiding face splitting (using entity brushes like func_walls / func_illusionaries, or leaving 1 unit gaps between world brushes). More information on both of these topics can be found in the tutorials section.

http://www.snarkpit.com/editing.php?page=tutorials&game=HL&id=60

EDIT: RAD is hugely unlikely to make any difference to r_speeds, though it can see performance increases (increased FPS) regardless. If you had an r_speed issue before, chances are you still will after running RAD.
Its an ent-mod map reno...

patah! I need to read more! :sad: edit
Re: Ent Maps and R_Speeds Posted by $loth on Wed Aug 4th 2004 at 7:22am
$loth
2256 posts
Posted 2004-08-04 7:22am
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
Use the null texture [included with zhlt wad] and make everybrish that texture, then texture what only the player can see.