Slowly but surely... (ODQ3DM6)
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- Posts: 468
- Joined: Sun May 14, 2000 7:00 am
Wasn't to bad, just cold and windy, and raining... Fuck knows why they decided to put a place like disney in paris, whats wrong with spainMKJ wrote:kisso'dium wrote:Weeeeeeeeeee... Be back in a few mins guys.
had fun?

Anyways, about the level. I'm re-brushing the level with caulk and also changing a few spots.
The biggest change is the pipes around the curves and what not with the wire fence. Those are going and are being replaced with something much more like the original. A few other spots will change too.
Sorry its taking so long.
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- Posts: 506
- Joined: Fri Nov 29, 2002 8:00 am
Make sure you tweak the lights with a different level of detail so the map scales down well on weaker machines. That's really the best way to scale the damn thing yet raven barely uses it (because obviously, without brightskins things get a little unclear when you only have the fill light(s) on).
r_lightdetaillevel 1-9 is yay that way.
Grab a sample pack of the default maps with tweaks on this thread (aka FPS map pack final). There's a readme with it that gives an example of different light LOD ranges. o/
r_lightdetaillevel 1-9 is yay that way.
Grab a sample pack of the default maps with tweaks on this thread (aka FPS map pack final). There's a readme with it that gives an example of different light LOD ranges. o/
I know how to do it its simple. Its also beta, and most of the map (all of it) has changed.hemostick wrote:Make sure you tweak the lights with a different level of detail so the map scales down well on weaker machines. That's really the best way to scale the damn thing yet raven barely uses it (because obviously, without brightskins things get a little unclear when you only have the fill light(s) on).
r_lightdetaillevel 1-9 is yay that way.
Grab a sample pack of the default maps with tweaks on this thread (aka FPS map pack final). There's a readme with it that gives an example of different light LOD ranges. o/
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- Posts: 520
- Joined: Tue Oct 18, 2005 7:59 pm
This thread got big quickly so I may be responding to old stuff, but:
Some questions about how portals, caulk, lighting and such work together, these two threads have some info from me and Ford, who is still at Raven, which should be more or less on target (this is from a year ago when D3 came out):
http://www.map-center.com/modules.php?n ... pic&t=4810
http://www.map-center.com/modules.php?n ... pic&t=4505
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my most used binds for map performance:
bind "[" "toggle con_noPrint"
bind "]" "toggle com_showFPS"
bind "\" "toggle r_showprimitives"
bind "p" "toggle r_showlightcount"
bind "o" "toggle r_showoverdraw"
bind "i" "toggle r_showtris"
bind "u" "toggle r_showportals"
bind "y" "toggle r_usescissor"
shadows i just guestimate, as the tools for viewing shadow volumes don't seem to help me much.
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caulk and overdraw:
-cualking is not required at all, except behind patches or largish models to help performance.
-overdraw, in all its forms, is the huge performance killer in maps.
-even a simple wall has overdraw, as it uses multiple images for bump / diffuse / specular.
-lights cause overdraw on top of that - the more lights per surface, the more overdraw per surface.
-stencil shadows are objects - just like walls - and even though you don't see them, they still cause overdraw.
-any rooms more complex than a shoebox will cause still more overdraw.
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vis portals:
-vis portals are a bit like hint brushes, and also double as Q3 style area portals.
-geometry alone does not block vis - period.
-r_showportals 1 makes the outlines of portals visible in-game.
-vis is calculated in-game, and it is possible to use too many vis portals. understanding how they work helps in placing them decently, but ultimately D3/Q4 is just plain rough on todays computers so its a pain in the ass.
-a red portal means nothing beyond that portal is needed for the current frame. any geometry behind that portal does not even get sent to your vid card.
-a green portal means any geometry behind it is required to render your current frame. any geometry behind it, but in front of red portals further away, is sent to your vid card to be transformed into your particular perspective view.
-what actually gets rendered, pixel by pixel, is what you can see through green portals. everything off to the sides, top, and bottom of your green portals doesn't actually get rendered, the D3 engine takes advantage of your video card's "scissor" function to make this happen.
-this second function of vis portals (green ones), the scissor, is very, very useful for eliminating overdraw - but doesn't help a bit with triangle count. only geometry behind red portals reduces triangle count.
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I've noticed the "Q4Radiant won't save my fucking work" problem as well. I seemed to start having problems after setting up si_map and spawnserver to test things, but who knows whats going on.
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sorry for the crappy typing, its nearly 2 am here.
Some questions about how portals, caulk, lighting and such work together, these two threads have some info from me and Ford, who is still at Raven, which should be more or less on target (this is from a year ago when D3 came out):
http://www.map-center.com/modules.php?n ... pic&t=4810
http://www.map-center.com/modules.php?n ... pic&t=4505
---------
my most used binds for map performance:
bind "[" "toggle con_noPrint"
bind "]" "toggle com_showFPS"
bind "\" "toggle r_showprimitives"
bind "p" "toggle r_showlightcount"
bind "o" "toggle r_showoverdraw"
bind "i" "toggle r_showtris"
bind "u" "toggle r_showportals"
bind "y" "toggle r_usescissor"
shadows i just guestimate, as the tools for viewing shadow volumes don't seem to help me much.
----
caulk and overdraw:
-cualking is not required at all, except behind patches or largish models to help performance.
-overdraw, in all its forms, is the huge performance killer in maps.
-even a simple wall has overdraw, as it uses multiple images for bump / diffuse / specular.
-lights cause overdraw on top of that - the more lights per surface, the more overdraw per surface.
-stencil shadows are objects - just like walls - and even though you don't see them, they still cause overdraw.
-any rooms more complex than a shoebox will cause still more overdraw.
-----------------------
vis portals:
-vis portals are a bit like hint brushes, and also double as Q3 style area portals.
-geometry alone does not block vis - period.
-r_showportals 1 makes the outlines of portals visible in-game.
-vis is calculated in-game, and it is possible to use too many vis portals. understanding how they work helps in placing them decently, but ultimately D3/Q4 is just plain rough on todays computers so its a pain in the ass.
-a red portal means nothing beyond that portal is needed for the current frame. any geometry behind that portal does not even get sent to your vid card.
-a green portal means any geometry behind it is required to render your current frame. any geometry behind it, but in front of red portals further away, is sent to your vid card to be transformed into your particular perspective view.
-what actually gets rendered, pixel by pixel, is what you can see through green portals. everything off to the sides, top, and bottom of your green portals doesn't actually get rendered, the D3 engine takes advantage of your video card's "scissor" function to make this happen.
-this second function of vis portals (green ones), the scissor, is very, very useful for eliminating overdraw - but doesn't help a bit with triangle count. only geometry behind red portals reduces triangle count.
----
I've noticed the "Q4Radiant won't save my fucking work" problem as well. I seemed to start having problems after setting up si_map and spawnserver to test things, but who knows whats going on.
---
sorry for the crappy typing, its nearly 2 am here.
Arched doors shouldn't be a large problem in and of themselves. Just extend the portal brushes to the brushes beneath the curves.
The layout is quite open though, I'd imagine you would have to rely more on open portals combatting overdraw than on getting rid of triangles altogether - at least from many viewpoints.
Putting two portals at each arched opening, one at each end would probably help if you have not done so already.
The layout is quite open though, I'd imagine you would have to rely more on open portals combatting overdraw than on getting rid of triangles altogether - at least from many viewpoints.
Putting two portals at each arched opening, one at each end would probably help if you have not done so already.