Wpoly Trouble

wrongwaygobackwrongwaygoback 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?

Comments

  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    Maybe <a href='http://collective.valve-erc.com/index.php?doc=1043477348-95410300' target='_blank'>this tutorial</a> will be easier to understand if you haven't figured how to put your hint brushes
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    Run around with gl_wireframe 2 and check what you can hint-brush and were you can place solid vis blockers.
    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.
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    870 is plenty low enough man. Just keep it under 900-1000.
  • wrongwaygobackwrongwaygoback Join Date: 2003-03-02 Member: 14237Members
    Thanks Ollj, Mendasp.

    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.
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    On a side note, the map looks nice and dark <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    Doesn't look like there's much you can do with hint brushes. It's not rendering stuff that's way out of your view. so you're just gonna have to live with the r_speeds like that. they really aren't that bad anyway man.
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    edited April 2003
    LESS BLUE, MORE COLORS OTHER THEN BLUE

    EDIT: He got help, however, there is still too much blue.
  • 36th_Sin36th_Sin Join Date: 2003-04-07 Member: 15302Members
    blue owns. just make sure to have some other colors also.
  • leifbjleifbj Join Date: 2003-03-20 Member: 14733Members
    <!--QuoteBegin--RPGreg2600+Apr 12 2003, 04:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RPGreg2600 @ Apr 12 2003, 04:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 870 is plenty low enough man. Just keep it under 900-1000. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Are you serious??

    I was worried about being close to 600...
  • wrongwaygobackwrongwaygoback Join Date: 2003-03-02 Member: 14237Members
    <!--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--> LESS BLUE, MORE COLORS OTHER THEN BLUE<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    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.
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