Wpoly Trouble
wrongwaygoback
Join Date: 2003-03-02 Member: 14237Members
<div class="IPBDescription">Any hint about hints?</div> I've started hitting high wpoly counts near my marine spawn. Here's a screenshot:
<img src='http://www.wrongwaygoback.com/images/designforlife/NS/ns_hanger_rev4.jpg' border='0' alt='user posted image'>
And here's where the position on the map is:
<img src='http://www.wrongwaygoback.com/images/designforlife/NS/map.jpg' border='0' alt='user posted image'>
I want to try to use hint brushes to cut down the wpoly count, but I'm not sure where to place them. I've read the tuts, but I can't figure out the maths.
Any suggestions?
<img src='http://www.wrongwaygoback.com/images/designforlife/NS/ns_hanger_rev4.jpg' border='0' alt='user posted image'>
And here's where the position on the map is:
<img src='http://www.wrongwaygoback.com/images/designforlife/NS/map.jpg' border='0' alt='user posted image'>
I want to try to use hint brushes to cut down the wpoly count, but I'm not sure where to place them. I've read the tuts, but I can't figure out the maths.
Any suggestions?
Comments
Its important to climb the ceelings and fly around for finding spaces with high wpoly, too.
Transforming inner not vis blocking stuff into func_walls will move some polys from wpoly to epoly (and make vis faster).
Scaling textures larger than 1x should help much too.
On the upper pic you see the vertical path-texture misaligned, this might cause ~ +10 wpoly, so align and scale all.
I retooled the room on the left a little, put in a single hint, and managed bring down the poly count from under 900 to just under 600.
Before:
<img src='http://www.wrongwaygoback.com/images/designforlife/NS/ns_hanger_before.jpg' border='0' alt='user posted image'>
And after:
<img src='http://www.wrongwaygoback.com/images/designforlife/NS/ns_hanger_after.jpg' border='0' alt='user posted image'>
I think a lot of it was due to texture misalignment, so I've killed almost every texture unseen with the null/nobuild brushes, and made sure the alignments work.
I'm happy with 600.
EDIT: He got help, however, there is still too much blue.
Are you serious??
I was worried about being close to 600...
Yeah, I just figure blue is a nice, safe colour for the marine spawn. It's mainly green-yellow and red-brown for the rest of the map.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->On a side note, the map looks nice and dark<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It's a very dark map. The structure itself isn't too <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> friendly, but the darkness levels should factor that out. Also the skulks will have a lot more freedom of access than the marines (as it should be...)
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I was worried about being close to 600...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I still am, having checked the official maps, which sit around the 400 mark, but with my level of noobskillz, i'm not gonna attempt to get it that low.