Re: [article] R_speeds
Posted by Hornpipe2 on
Sat Jan 17th 2004 at 4:53am
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Occupation: Programmer
Location: Conway, AR, USA
I thought the tutorial in the Hammer help file was pretty good for the subject. I guess I could've referenced it instead of including it though, heh.
I suppose I could remove it (or edit it so it's more clear)
Re: [article] R_speeds
Posted by Cash Car Star on
Sat Jan 17th 2004 at 8:38am
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Occupation: post-student
Location: Connecticut (sigh)
One of the screens has a software display to list the r_speeds. Since it gives different output, someone seeing it for the first time could easily be confused. Bit of a hodgepodge of a tut, and lengthy at that. You should have stuck to one aspect of r_speeds and controlling them rather than trying to cram it all in.
Re: [article] R_speeds
Posted by DeathMedic3rd on
Sat Jan 17th 2004 at 1:44pm
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Nov 3rd 2003
Location: England
yea, i knew where those images were from.
thanks for the ideas for diffrent types of hall ways.
Re: [article] R_speeds
Posted by RadBrad on
Sat Jan 17th 2004 at 4:05pm
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Registered:
Oct 7th 2003
One thing that might have been mentioned was the gl_wireframe commands that you can use to find what objects are breaking up other objects when it's not obvious. Compile your map with -dev -console and the "Run Map" button checked. Once inside the map, type gl_wireframe 1 in console to see the ploygons that were used for the calculations. They should be nice and square. When you see a lot fo triangles that are leaning, this is a problem area. All in all, a good tutorial that explains the problem, how to "measure" it, and ways to fix it.
Re: [article] R_speeds
Posted by RadBrad on
Sun Jan 18th 2004 at 5:07am
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Oct 7th 2003
Good Lord! My bad! (Yeah, yeah... glasses are NOT far away!)
Re: [article] R_speeds
Posted by Orpheus on
Sun Apr 18th 2004 at 12:08am
Posted
2004-04-18 12:08am
Orpheus
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Location: Long Oklahoma - USA
i dunno if this was mentioned, but its worth a note.. most of these screens are in softwaremode.. so if they are curious how to achive similar screens, use the r_drawflat 1 command..
Re: [article] R_speeds
Posted by parakeet on
Thu May 6th 2004 at 1:38am
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Apr 30th 2004
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Location: Eastern US
helped my rspeed tremendously
Re: [article] R_speeds
Posted by 7dk2h4md720ih on
Sun Aug 1st 2004 at 5:01am
1976 posts
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Registered:
Oct 9th 2001
Nice, clear tutorial. Good work.
Re: [article] R_speeds
Posted by Foxpup on
Thu Dec 2nd 2004 at 10:52pm
Posted
2004-12-02 10:52pm
Foxpup
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Occupation: Student
Location: the Land of Oz
I had no idea software mode had a limit of 800 polys...