Flare Usage

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Techx
Posts: 16
Joined: Thu Jun 15, 2000 7:00 am

Flare Usage

Post by Techx »

Anyone know a reasonable number of flares that can be used in different room sizes without negatively effecting performance? For instance I have a ctf map, in one rahter long hallway several small flares, each covering a repeating strip of light texture. If there are say, 16 flares, in a hallway thats properly vis'd is that ok or will it start dropping frames for people? The same goes for the mid area where I might have even more than that covering the various light textures. Just want to know how to gauge what's acceptable in regard to performance. I could always run a gamut of tests with increasing amounts of flares but I figured I'd ask if someone already knew.

Thanks
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Hipshot
Posts: 1548
Joined: Sun Jan 20, 2002 8:00 am

Post by Hipshot »

Screenshot?
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

Depends on the situation. Generally speaking, it's not so much a matter of the number of flares as opposed to number of overlapping flares, each requiring an additional rendering pass.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Techx
Posts: 16
Joined: Thu Jun 15, 2000 7:00 am

Post by Techx »

Hipshot wrote:Screenshot?
Wish I could, but I can't post ss's, the map is for an upcoming mod.
obsidian wrote:Depends on the situation. Generally speaking, it's not so much a matter of the number of flares as opposed to number of overlapping flares, each requiring an additional rendering pass.
Ahh, good info., helpful... I didn't think of that. I doubht many would overlap much.

Thanks!
CheapAlert
Posts: 448
Joined: Tue Mar 19, 2002 8:00 am

Post by CheapAlert »

you'll only have to render about overlapping flares if you have a voodoo2 or some other card with a poor fillrate like an fx5200.

What engine are you referring to, if q3a, then you'll notice the flares have been long disabled because someone broke them by q3test 1.06.
Leader and director of the [url=http://cheapy.deathmask.net]OpenArena[/url] project which is a free software version of q3a designed for hobo fagts
Techx
Posts: 16
Joined: Thu Jun 15, 2000 7:00 am

Post by Techx »

sorry its q4
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