High R_speeds
Zor
Join Date: 2003-09-16 Member: 20911Members, Constellation
<div class="IPBDescription">need help</div> G'day all
Im new to mapping and im having a problem with the r_speeds im getting when I test my map
Here is my problem.
When I look towards the center (center being the line that divides the map into left and right portions on the x/y overview) of the map regradless of where i currently am on the map the r_speeds seem to sky rocket to around 1600 and my fps go down to around 14 fps. It does not matter if Iam looking stright at a wall of looking down a corridor the result is exaclty the same. I have included a log file of my compile. I am using Valve hammer to build the map and the batch compiler with zoners compile tools to build the map.
thanks Zor
Im new to mapping and im having a problem with the r_speeds im getting when I test my map
Here is my problem.
When I look towards the center (center being the line that divides the map into left and right portions on the x/y overview) of the map regradless of where i currently am on the map the r_speeds seem to sky rocket to around 1600 and my fps go down to around 14 fps. It does not matter if Iam looking stright at a wall of looking down a corridor the result is exaclty the same. I have included a log file of my compile. I am using Valve hammer to build the map and the batch compiler with zoners compile tools to build the map.
thanks Zor
Comments
Until you do the map won't compile properly, it will be lit in fullbright and the engine thinks you can see all faces(you can see this in action by enabling gl_wireframe 2 which will overlay all w_polys drawn in wireframe mode ontop of the normal image).
This might be helpful for tracking down the leak <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=34&t=55406' target='_blank'>common errors and problems</a>
The most annoying thing is that they say that they are around the hive and comm chair areas. when i do the big block test over the cc and hive areas (which contain a light a cc or hive and a res node all of which the compilier says that there is a leak near)the leak goes away. I then proceed to move the cc and hive out of the big block and the leak error occurs again and the point file goes all over my map and dosent help at all.
So at the moment im back to square 1 any ideas on how to solve the problem
thanks Zor
thanks Zor
Then in the 3D view you can see your map and alot of blue and red lines. Move the camera inside the map and go for a red/blue line hunt. If you find on try following it in your 3D view untill it suddently goes out of your map. This is where your leak is. Do this untill you map is empty of leaks.
and thanks again for the help.
Zor
if u cant see it, look closely at all the brushes, and also scheck that the brush is not funk_ brush
amckern
I've had leaks not even 1 unit^2 in area, I mean, you could not see them in VHE in the 3d view no matter how close you looked, only by looking in the top 2d view did I see that one vertex which was supposed to be in line with the side of a brush was infact something like 1/50th of a unit away from it and that caused a leak.
(If your wondering why, it was an experimental map where marine start was a 60 sided room(as was the corridor outside) and connecting marine start with the outside corridor where to short passageways, they where not straight either and I had used some sloped brushes connecting to the passageways from the sides and they where not as long as the floor of the passageway so the vertex in the corner of the sloped brushes did not align perfectly with the side of the passageway floor and caused a leak. It actually had OK r_speeds and I went through the trouble of alligning the textures on the walls so that looked OK, but it was a pain in the arse to map it and I could not complete a map in that style without going nuts.)
Also, don't wory too much about using thick walls or such, as long as there is no visible path to the outside(and no outer walls are func_walls as well as no entities in the void) almost nothing will cause leaks. Not even if you build a cube shaped room 256x256x256 units in size with walls that are 256x256x256 in size for example(the thickness of the wall protecting you from seeing into the void is 0 where the walls meet, 0 units of thickness is enough just as long as faces of world brushes form an airtight seal around your map.)