Vis issues
Posted: Mon Sep 13, 2010 1:39 am
Hi all
I’m working on a rather large WWII themed fort style Q3 CTF/Team Arena map
See the screenshots for an idea of the map
[lvlshot]http://www.tomsdevshack.be/files/fort1.jpg[/lvlshot]
[lvlshot]http://www.tomsdevshack.be/files/fort2.jpg[/lvlshot]
[lvlshot]http://www.tomsdevshack.be/files/fort3.jpg[/lvlshot]
[lvlshot]http://www.tomsdevshack.be/files/fort4.jpg[/lvlshot]
So far everything has been going quite well, but my map is suffering some severe performance issues.
As you can see in the screenshots below, the engine draws way more than one would expect.
[lvlshot]http://www.tomsdevshack.be/files/fort5.jpg[/lvlshot]
[lvlshot]http://www.tomsdevshack.be/files/fort6.jpg[/lvlshot]
You can clearly see, when i'm looking from the portal behind the tower, it still renders the other tower, which should be completely vis blocked by the center wall (marked by the yellow lines)
I’ve read about every tutorial on the web on optimizing a Q3 map and the VIS process by using hint brushes, but I still don’t understand why the vis process acts the way it does with my map.
I Also realize the q3 engine is not made for this type of map (large open areas), and neither is this map designed with the vis process in mind (I just started making this map for fun, and learned about optimizing too late).
But still, any expert mappers insight or tips on how I could improve this situation would be appreciated.
I included the .map file as a download link so you can have a better look at the situation.
http://www.tomsdevshack.be/files/fortremake.map
Screenshot are taken without lighting also
Mod Edit: Please use [lvlshot.] tags for large images. Thanks.
I’m working on a rather large WWII themed fort style Q3 CTF/Team Arena map
See the screenshots for an idea of the map
[lvlshot]http://www.tomsdevshack.be/files/fort1.jpg[/lvlshot]
[lvlshot]http://www.tomsdevshack.be/files/fort2.jpg[/lvlshot]
[lvlshot]http://www.tomsdevshack.be/files/fort3.jpg[/lvlshot]
[lvlshot]http://www.tomsdevshack.be/files/fort4.jpg[/lvlshot]
So far everything has been going quite well, but my map is suffering some severe performance issues.
As you can see in the screenshots below, the engine draws way more than one would expect.
[lvlshot]http://www.tomsdevshack.be/files/fort5.jpg[/lvlshot]
[lvlshot]http://www.tomsdevshack.be/files/fort6.jpg[/lvlshot]
You can clearly see, when i'm looking from the portal behind the tower, it still renders the other tower, which should be completely vis blocked by the center wall (marked by the yellow lines)
I’ve read about every tutorial on the web on optimizing a Q3 map and the VIS process by using hint brushes, but I still don’t understand why the vis process acts the way it does with my map.
I Also realize the q3 engine is not made for this type of map (large open areas), and neither is this map designed with the vis process in mind (I just started making this map for fun, and learned about optimizing too late).
But still, any expert mappers insight or tips on how I could improve this situation would be appreciated.
I included the .map file as a download link so you can have a better look at the situation.
http://www.tomsdevshack.be/files/fortremake.map
Screenshot are taken without lighting also
Mod Edit: Please use [lvlshot.] tags for large images. Thanks.