Re: Map frame rate issue
Posted by Leven on
Fri Jan 13th 2006 at 4:47am
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Arlgiht will do. Belgarion hey. Beware Torak, the one eyed. haha
<div class="abouttext">Message submitted 26 minutes after original post:</b></div>
Alright after the normal VIS compile the framerate increased in other sections of the map but not this paticular one. Ideas?
Re: Map frame rate issue
Posted by Dr Brasso on
Fri Jan 13th 2006 at 5:31am
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theres so much open eyeline just in that screenie, i fear it may be hard to quell in that layout sir.....thats alot of stuff for the engine to draw at once....i suggest breaking it down a bit....sorry, i know yer going for a feel here, but, its a tradeoff.. :/ ....remember that everything in that huge skybox is being drawn and rendered as well
Doc B... :dodgy:
Re: Map frame rate issue
Posted by Orpheus on
Fri Jan 13th 2006 at 10:19am
Posted
2006-01-13 10:19am
Orpheus
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You'll be able to block bits and bobs with some cube maps methinks but pretty much, its as Doc said. To much visible info to draw from that perspective.
Its also best to post an in game compiled screen. It shows people that they are not wasting their time on an unconfirmed map. This map might never compile properly for all they know.
Lastly there are 2 remaining things you might do:
1) reduce the distance the perspective is from that spot you took the screen from. Distances, as small as a few meters can amount to lots of frame increases.
2) get a bigger PC. For all its worth, HL2 is not HL1 so a bigger PC can help sometimes. Although its a myth for HL1, its not so mythical for HL2.
If you cannot acquire a bigger machine, ask someone with one to run the map and point out its issues.
In the end though, its best to increase the frames without resorting to a bigger machine. Thats your call.
Good luck
The best things in life, aren't things.
Re: Map frame rate issue
Posted by Paladin[NL] on
Fri Jan 13th 2006 at 10:24am
Posted
2006-01-13 10:24am
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If it fits in the theme of your map, use a env_fog_controller which draws fog fairly close towards the player, and the let it clip all brushes and props behind it. Should a (small) bit
Re: Map frame rate issue
Posted by Dr Brasso on
Fri Jan 13th 2006 at 7:33pm
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as i understand it, and have not really researched, displacements do NOT block vis, and therefore will not decrease the framerates as such. it seems your machine should be quite adequate to construct detailed full hdr maps, so that brings us back to the actual construction of it.
....and btw, i cant get yer pic links to work... :/
Doc B....
question....is this castle going into the "gameplay areas", or is it ultimately ending up in a skybox?
Re: Map frame rate issue
Posted by Leven on
Fri Jan 13th 2006 at 7:54pm
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Sorry about that. To get them to work copy the url haha cheap is as cheap does
As far as
"question....is this castle going into the "gameplay areas", or is it ultimately ending up in a skybox?"
If I understand this correctly, which I think I do not haha.
You can go into the castel up in the towers etc. There are rooms and what not as well. There is also a dungeon that goes beneath it. So I guess it's going into the "Gameplay area"
what if I created some kind of solid object inside the displacements. Give them a back bone so they will block the visibility?
Re: Map frame rate issue
Posted by Dr Brasso on
Fri Jan 13th 2006 at 8:04pm
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thats an idea thats certainly worth a try....i do it that way alot to add charcter to roofs walls etc that would otherwise have a "backlight" of sorts....dont see why it wouldnt work on a lager scale.... :wink:
Doc B... :dodgy:
Re: Map frame rate issue
Posted by Leven on
Fri Jan 13th 2006 at 8:29pm
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Will nodraw block visibility?
Re: Map frame rate issue
Posted by Dr Brasso on
Fri Jan 13th 2006 at 9:10pm
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yes it will, if used on all sides of the brush. :wink:
Doc B... :dodgy:
Re: Map frame rate issue
Posted by Orpheus on
Sat Jan 14th 2006 at 1:47am
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Use "Image Shack" to post your screens if the site you are using is uncooperative.
Search google for "Free image hosting"
The best things in life, aren't things.