Re: SPLA Map
Posted by G4MER on
Sun Oct 26th 2003 at 9:29pm
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Ok I have -dev turned on, but how do I get r_Speeds to show? Id like to be able to test that.. My Area is a tad larger that 512.. I guess I could make it smaller.. but I think it will ruin what I have so far.
To recap.. How do I get r-Speeds to show?
($)
Re: SPLA Map
Posted by G4MER on
Sun Oct 26th 2003 at 10:01pm
Posted
2003-10-26 10:01pm
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always have console on.. but thanks for the info anyways..
Tildy, and then type r_speeds 1 ot it.. will do that now. thanks Orph.
Also where can I store my images of my map so far for you to see.. because I recently had a run in with my old host ( a friend ) and he deleted my web page, so I have no where to store the images now. I need a new host. =)
($)
Re: SPLA Map
Posted by G4MER on
Sun Oct 26th 2003 at 10:25pm
Posted
2003-10-26 10:25pm
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Thanks Again.. I will wait and see..
Back on topic.. I did the r_speeds command and got some nifty numbers..
here is what I got, maybe U can explain to me what I am seeing.
Looking down the lava trail to the lava falls..
72fps, 5ms 714 wpoly 1103 epoly
Looking across the lava stream to the back wall
72/68 fps 4ms 433 wpoly 1103 epoly
looking away from the lava
72fps 2/3/5/9 ms 270wpoly 1103 epoly.
Ok so I am running at an average of 72 frames per second, Milisecond thing has me a tad confused. does w-poly mean world polys? and e-poly mean enviroment polys?
Let me know what I have to do to fix it.. Id show you some images, but still no place to put them.
($)
P.S. I still have the pipes and steam to add to the area, I may forgo the steam now, and just do the pipes, hanging lights and other small details.. I am doing this in CS.. I dont have Half Life.. will that be ok, once its compiled with everyone elses piece?
Re: SPLA Map
Posted by Orpheus on
Sun Oct 26th 2003 at 10:28pm
Posted
2003-10-26 10:28pm
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can i answer all your questions MS ? sure :biggrin: but lets see how someone else does, my answers are a bit constricting :wink:
your numbers, are well within norms :smile:
Re: SPLA Map
Posted by Wild Card on
Sun Oct 26th 2003 at 11:28pm
Posted
2003-10-26 11:28pm
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Ok MoneyShot, here's how it goes. I assume you know what Rspeeds and all that crap. So lets decode the numbers.
72fps, 5ms 714 wpoly 1103 epoly
Your displaying 72 frames per second, which is great. Dont bother too much about the number though.
dont worry about the 5ms, Im still not sure what it means.
714wpoly means the engine (at that moment) is drawing 714 polygons. This is the magic number. Keep this number under 800 as best as possible but it can go up to 1000. If it goes any higher, then you'll have to do something.
1103epoly is the same as wpoly except its mostly for models, like weapons, items, and other players. Dont concern yourself with this number, its limit is 6000 and I have yet to even get close when I map.
Re: SPLA Map
Posted by Sinner_D on
Mon Oct 27th 2003 at 6:42am
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umm guys, i hate to inform you, but i think ima have to pull out of this, things are a bit hecktic here, and i dont think that i can get any mapping done in the near future. im truely sorry, i hope this doesnt mess any plans up.
GL with the map
Re: SPLA Map
Posted by DocRock on
Mon Oct 27th 2003 at 1:49pm
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Does anyone have a real nice looking scrolling water texture? or know where one is.
I have no problem with it, Sinner. Hope everything's ok.
Looks like we need another mapper. Didn't some other guys say they wanted in? Like Doc Brasso and Finger?
Re: SPLA Map
Posted by Adam Hawkins on
Mon Oct 27th 2003 at 2:09pm
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Doc, do a search for 'de_volare'. That has a really nice scrolling water texture (well, it has two, so that you can multilayer it). :smile:
Re: SPLA Map
Posted by Wild Card on
Mon Oct 27th 2003 at 4:26pm
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If Sinner_D is sitting out, we are short 2 mappers.
Re: SPLA Map
Posted by Wild Card on
Mon Oct 27th 2003 at 4:30pm
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Another thing I was thinking about would be a group name. With the first map, they called themselves the SnarkpitCrew. Tracer Bullet had though of Snarkpit liberation army. Sounds kinda scrange to me. Anyways, I feel we would need a name as well. Any suggestions?
Re: SPLA Map
Posted by DocRock on
Mon Oct 27th 2003 at 4:41pm
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The SnarkPit Elite
:biggrin:
Re: SPLA Map
Posted by Wild Card on
Mon Oct 27th 2003 at 4:57pm
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hee Orpheus has a point. I know I`m far from 1337. And I like the PitCrew. But others have used it. Perhaps the PitCrew could be a generic name for any mappers from Snarkpit who make a joint effort map.
Re: SPLA Map
Posted by DocRock on
Mon Oct 27th 2003 at 5:13pm
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Well there's gotta be some way of tellin the groups apart...or even call it SnarkPit Crew 2..since we're the second group to do this.
Re: SPLA Map
Posted by Dr Brasso on
Mon Oct 27th 2003 at 6:16pm
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if you are short two mappers, i'd be glad to lend a hand....gimme a holler....
Dr Brasso... :dodgy:
Re: SPLA Map
Posted by Tracer Bullet on
Mon Oct 27th 2003 at 6:25pm
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SPLA was a bad joke on my part based on a comment made by Lep. I'm suprised it stuck as long as it did. I think the Snark Pitcrew is the best choice.
Doc- you can make any texture scroll simply by renameing it. I've got a wad that I did that to. it contains all of the standard HL water textures plus a few more in scrolling form. if you are interested, I'll post a link when I get home from school.
Re: SPLA Map
Posted by Wild Card on
Mon Oct 27th 2003 at 7:49pm
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Dr Brasso, we have a opening on either the UPPER CENTER section or the MIDDLE RIGHT section.
Re: SPLA Map
Posted by G4MER on
Mon Oct 27th 2003 at 9:01pm
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1: WATER
Make your own water texture. ( Do You have Wally ) I made my own Lava.. if you need a how to let me know, and Ill better explain.
2: NAME
As for a name.. I like the PitCrew.. but it has been done.. So here are a few ideas..
SnarkCraft 3.4
TSP Mappers
The TSP Foundation / or / The Foundation.
I like them all.. just some ideas..
($)
Re: SPLA Map
Posted by Orpheus on
Mon Oct 27th 2003 at 9:30pm
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i would like to remind everyone.. the PitCrew map has no name yet, it is currently only referred to as 9snark20.bsp
the PitCrew are the mappers whom constructed it..
you may use the title with just as much freedom as us, it applies perfectly to you all as well..
i just feel it important to remind you all, that PitCrew will NOT be our maps title, so you using that term is not a contradiction in terms..
Re: SPLA Map
Posted by Wild Card on
Mon Oct 27th 2003 at 9:34pm
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hehehe, I think Orpheus WANTS us to use PitCrew.
Re: SPLA Map
Posted by Dr Brasso on
Tue Oct 28th 2003 at 1:56am
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okay then.....you guys assign me a section, i dont care which, and i'll let er rip....do i have all the info necessary to contribute via this thread, or whats the story?
Dr Brasso... :dodgy:
Re: SPLA Map
Posted by Hornpipe2 on
Tue Oct 28th 2003 at 2:45am
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SPLA is awesome. It will leave people questioning. I mean, they'll see two maps out there, one by the Snark Pitcrew and one by the SPLA, and they'll be like "What the heck happened that made them create two maps? And what's this Liberation Army thing? Was there a big fight on the forums or something?" We'll just smile and nod knowingly.
Re: SPLA Map
Posted by G4MER on
Tue Oct 28th 2003 at 3:18am
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I have a spot on my map that hits 1064 wpolys.. only looking at it from one spot.. everything else is below 1000, so I am kinda stuck on what to do..
What all contributes to the wpoly score? Do lights as well as how many faces it sees part of it?
Let me know.. because I am lost as what to do.. I am no where near where I want to be. I have a ton of pipes to stick in, some durt piles along walls, and what not.. and if I am hitting 900+ now.. what can I do?
($)
WOOT PAGE 13!
Re: SPLA Map
Posted by Hugh on
Tue Oct 28th 2003 at 4:18am
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Lights don't effect the r_speeds, the only things that contribute to r_speeds are walls or visible brush based entities, the ones that start with 'func_'
If you need more detail, HINT brushes are helpful, plus they're just good to have in general. They might not help a whole lot, but they could maybe free up 100 or so polies. And technically, the lights do effect the r_speeds, since if a level is darker, you're not going to notice the lack of details as much.
Re: SPLA Map
Posted by Tracer Bullet on
Tue Oct 28th 2003 at 4:45am
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I don't know your particular situation, so I don't know what to tell you. the main way to limit r_speeds is to avoid large open areas. seems like ther was an r_speeds thread recently... was it you that started it?
/Edit Where in Oregon Hugh?
Re: SPLA Map
Posted by Hugh on
Tue Oct 28th 2003 at 4:52am
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Ooh, yes, open areas are the devil incarnate. Tracer Bullet, Willamette Valley, somewhat near Eugene.
Re: SPLA Map
Posted by G4MER on
Tue Oct 28th 2003 at 5:49am
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Ok cause my room is one big open area.. Ill see if adding some walls fixes it.
($)
Re: SPLA Map
Posted by Tracer Bullet on
Tue Oct 28th 2003 at 6:21am
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Well, welcome to The Pit Hugh. I think you are the only other Oregonian around here.
I currently live in Forest Grove, despite what the profile says.
Re: SPLA Map
Posted by Hugh on
Tue Oct 28th 2003 at 6:34am
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Well, you can't have the profile tell the truth, we must be secretive-ish... spies everywhere... and we're the only two Oregonians, theoretically. :eek:
Re: SPLA Map
Posted by Orpheus on
Tue Oct 28th 2003 at 12:08pm
Posted
2003-10-28 12:08pm
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Money Shot, the best advice someone can give you is:
1) post some screenshots of your contribution down in "EDITING" snarkpit has some very good stuff on r_speeds.
2) press ~ and type "gl_wireframe 2" this will give you some idea of where you have issues, it takes a abit to get your eyes around it all, but its good.
3) if wireframe is to confusing, load HL in software mode- press ~ again and type "r_drawflat 1" until recently, it was the best and most accurate method i knew to reduce r's by locating trouble spots. small shapes with many sides = HIGH R's
4) the editing section will encourage you to catch up on all the scoop SP has to offer, you have been here long enuff to have seen us talk about r_speeds and their damage, now you will have to retain some of what you read :smile:
good luck, and post those screens for us :wink:
Re: SPLA Map
Posted by Orpheus on
Tue Oct 28th 2003 at 12:36pm
Posted
2003-10-28 12:36pm
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some advice schmung,
the architecture difference between floors, walls and ceilings is off, try to add something to that big flat plain of a floor.. you have a good idea in pic#3, try that maybe..
otherwise, without going inside, i cannot say much more..
i have a suggestion guys, you might seal your respective areas and send the bsp to some outside influences, as if it were a real map and get some feedback..
but keep in mind, meshing areas from many sources will give unique problems, mostly in HOW people place their solids, and line of sight issues :sad:
just another thought.
[edit] look in "generic" there are much better red lights than those you used.. :wink:
Re: SPLA Map
Posted by Schmung on
Tue Oct 28th 2003 at 3:02pm
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OK, to address what people have said about this shot and the previous one, I recessed the lights, even though I'm not sure it looks better, but I'll bow to the experience of others here. I think I'll leave this is as-is for now, depending on the answer to my query about the size of it. I intend to add more detail and tweak a lot more when I see what my bit is connected too and then try and add some continuity. Plus, I'll then have a better idea of total r_speeds and things.
If anyone wants to take a look then PM me and I'll give you the BSP, but at present it's not much more than you see with the screens, since I'm not building up the second section untill I know it's safe to do so.
Re: SPLA Map
Posted by Tracer Bullet on
Tue Oct 28th 2003 at 4:45pm
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I wouldn't worry if it's a bit big Schmung. I believe we dropped the hard size limit. you don't have much detail yet, but your r's seem quite manageable so you should be okay with it.
Re: SPLA Map
Posted by Wild Card on
Tue Oct 28th 2003 at 6:07pm
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Schmung, you can add in more detail. As well, if you feel its pretty done, send me the .RMF (via PM). I wont be able to look at it tonight though, so it'll have to wait until tomorow.
Re: SPLA Map
Posted by G4MER on
Tue Oct 28th 2003 at 11:58pm
Posted
2003-10-28 11:58pm
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What is a NULL Texture, is Blue the null texture, or would the texture be called NULL? let me know please..
($)
Found a NULL Texture and added it, and it helped some.. trying to compile now.. with out a leak to see how long it takes.. been 30 mins and still compiling.. I am getting a tad frustrated now.
Re: SPLA Map
Posted by scary_jeff on
Wed Oct 29th 2003 at 12:39am
Posted
2003-10-29 12:39am
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Blue texture is rendered transparent, NULL isn't rendered at all. Say you put a box in your map that was a func_illusionary texture was NULL. Not only would you not be able to see or touch the block, but it wouldn't add any poly, unlike a similar box covered in blue.
Re: SPLA Map
Posted by mazemaster on
Wed Oct 29th 2003 at 1:29am
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Not only it not rendered, it doesnt even exist in the bsp.