Full Vis... (good Idea)

BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
<div class="IPBDescription">Fast Vis.. (Bad idea)</div> Remember boys and girls, Always -full your Vis.

Comments

  • TailguNNerTailguNNer Join Date: 2002-09-27 Member: 1352Members
    The same on my map =) yea, i couldn´t agree more

    But it ads pretty much compile time so it can be a good idea to test the map with fast vis soemtimes.
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    tail my cute littel fellah, ld needs a tutorial on this, mkay ?
    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • TailguNNerTailguNNer Join Date: 2002-09-27 Member: 1352Members
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
  • EEKEEK Join Date: 2004-02-25 Member: 26898Banned
    Real men don't even RUN the hlvis.
  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    edited April 2004
    Real men use every single command line option just because they can. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    Heh, I played a custom map for Sven coop last night, which was basically a maze of square corridors. The wpoly was around 4000, and I got like 22 fps... in a square corridor. Obviously they ran it with -fast vis <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • NayNay Join Date: 2002-06-09 Member: 741Members
    or no vis lol, i noticed that one of the cz maps has over 4000+ wpoly, shocking to be honest, not sure what went on there
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    gl_wireframe = teh sechs
    thanks for starting my day with some TRONish goodness, and very nice looking map btw! hope to see more.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    How did you do Wireframe in game when gl_wireframe dont let you switch it on in multiplayer?
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2004
    before starting any map while in the ns menu. just bring up the console and type
    sv_cheats 1
    developer 1
    gl_wireframe 2
    map yourmap

    in this order you won't have any problems <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    [edit]
    gl_wireframe 2 & map yourmap could also be the other way arround, dunno if wireframe starts with no map running :/ (and I don't feel like checking <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> )
  • TequilaTequila Join Date: 2003-08-13 Member: 19660Members
    <!--QuoteBegin-Sgt.Barlow+Apr 5 2004, 09:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sgt.Barlow @ Apr 5 2004, 09:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How did you do Wireframe in game when gl_wireframe dont let you switch it on in multiplayer? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Load your map directly from the console.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Cool, it worked! Thx.

    So whats going on with this wall?
    Its been chopped into 4 peices... This subdivide or something?
    Can I improve this so the wall is not chopped like that?

    I got some walls that do that but not many but I would prefeare to pevent it wherever I can.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    surely that pic is of ur is a bit deceptive tho Belgarion. As to me it looks like in the first one uve use gl_wireframe 1 to make it look even better, and gl_wireframe 2 for the second. Not that im disputing the whole fast and full vis thing, i use full always, no matter if im testing or not.

    for anyone not sure, gl_wireframe 1 shows only brushes that u can see, and gl_wireframe 2 shows brushes the engine is currently drawing.
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    barlow, im pretty sure the thing with ur wall being chopped up is the subdivide

    <!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->Faces in Half-life are subdivided by this value (in units). The default and maximum are both 240, and it should never need to be set lower (as it just increases r_speeds).<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->

    if that makes any sence. Its done is BSP stage of compiling

    I might be totally wrong on this, but thats what i think it is
  • prsearleprsearle Join Date: 2002-11-01 Member: 2365Members, Constellation
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->So whats going on with this wall?
    Its been chopped into 4 peices... This subdivide or something?
    Can I improve this so the wall is not chopped like that?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    That looks fairly normal. The maximum size for a face is (I think) 240x240, so anything larger gets chopped up. There are two reasons for this:<ul><li>Mipmapping: the use of different sized textures at different distances. Since the mipmapping uses distance as a trigger, the bounding box of all face vertices (the face extent) must be smaller than 256, for any coordinate. Otherwise it would not be possible to select a mipmapp valid for all the face.</li><li>Lightmaps: the maximum size of a lightmap is 16x16 (this is a hard limit imposed by the HL engine). If a face goes above 256x256, it's possible to get face extents greater than 16x16, which causes the engine to complain.</li></ul>As for reducing it... I don't think it's possible. There was a program called fixmap.exe which allowed you to use a subdivide of 512, but I've heard it gives problems with some maps.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    The only way around the subdivide is to increase the scale of the textures on the surfaces. A surface with a texture scale of x:1 y:1 will subdivide at 240x240, but a surface with a texture scale of x:2 y:2 will subdivide at 480x480.

    Of course you can't always increase the texture scale, but also keep in mind that decreasing the texture scale will make it subdivide on smaller values, so x:0.5 y:0.5 will subdivide at 120x120.
  • OlmyOlmy Join Date: 2003-05-08 Member: 16142Members, NS1 Playtester, Contributor, NS2 Developer, NS2 Map Tester, Reinforced - Diamond
    <!--QuoteBegin-Kester+Apr 5 2004, 04:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kester @ Apr 5 2004, 04:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> surely that pic is of ur is a bit deceptive tho Belgarion. As to me it looks like in the first one uve use gl_wireframe 1 to make it look even better, and gl_wireframe 2 for the second. Not that im disputing the whole fast and full vis thing, i use full always, no matter if im testing or not.

    for anyone not sure, gl_wireframe 1 shows only brushes that u can see, and gl_wireframe 2 shows brushes the engine is currently drawing. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    i noticed that too, that comparison is deceptive, although the numbers are correct.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    edited April 2004
    Surely subdivide 512 must be capable in steam by now?
    Their was talk over 512 subdivide before in another mod enabled by the compile tools but crashed the game.
    Anyone tried 512 recently after CZ's Introduction?



    Damn, my map is too good for this game, I need NS on HL2!!! <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
    The wpoly is like upto 850 in this corridoor and I notice with wireframe that the damn marine start is is being rendered even though it is compealy out of sight!
    I was a FULL vis and it seems as though the walls on the right for some reason dont want to block the marine start yet thurther up in an identicle corridoor the rspeeds are fine!
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    edited April 2004
    Here it is again still with FULL vis, Look at this shots mini map too compared to the one above so you can se how i move the corridoor left to try fix this prob you can see in the shot below.

    I dunno WTH to do...

    These are my compile parameters:

    hlcsg ns_barracks -estimate -nowadtextures -texdata 8192 -high -dev 1 -hullfile nshulls.txt
    hlbsp ns_barracks -texdata 8192 -high -dev 1 -maxnodesize 4096
    hlvis ns_barracks -texdata 8192 -high -full -dev 1
    hlrad ns_barracks -texdata 8192 -sparse -high -extra -bounce 2 -smooth 80 -sky 2 -dev 1
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    This isn't the area for help requests, Barlow.

    Anyway, if you want to fix that, you could use HINT brushes to split up the vis leafs.
  • BelgarionBelgarion Join Date: 2002-07-19 Member: 973Members
    <!--QuoteBegin-Edgecrusher+Apr 5 2004, 12:06 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Edgecrusher @ Apr 5 2004, 12:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Kester+Apr 5 2004, 04:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kester @ Apr 5 2004, 04:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> surely that pic is of ur is a bit deceptive tho Belgarion. As to me it looks like in the first one uve use gl_wireframe 1 to make it look even better, and gl_wireframe 2 for the second. Not that im disputing the whole fast and full vis thing, i use full always, no matter if im testing or not.

    for anyone not sure, gl_wireframe 1 shows only brushes that u can see, and gl_wireframe 2 shows brushes the engine is currently drawing. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    i noticed that too, that comparison is deceptive, although the numbers are correct. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    my appologies. i mistakenly put in a wireframe 1 pic. but as Edge pointed out, the numbers are correct, and in the end that's all that matters, is it not?
  • wakkawawakkawa Join Date: 2004-03-31 Member: 27624Members
    Simple question.

    When you run full vis, how long does it take? Mine is either crashing, or taking forever.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    My FULL vis takes a min.
    RAD takes frigging ages.

    1. Where should I put the HINT brush then?
    In the middle of the small corridoor leading into marine start or as a long brush inside the wall of wich i can see the wireframe being drawn through?
    Or even still outside the wall just behind it or can hint brushes only be on the inside of the map?


    2. I know i am supposed to texture one face with hint and the rest of the brush with SKIP right?


    BTW, I think the guy who started this post should have put it in Mapping support, so dont blame me for querying about the VIS in this thread in this part of the forum.
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    What I meant was that you should have asked in a seperate topic instead.

    Anyway, see my picture attached for the hint brushes.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin-wakkawa+Apr 5 2004, 02:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (wakkawa @ Apr 5 2004, 02:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Simple question.

    When you run full vis, how long does it take? Mine is either crashing, or taking forever. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Taking forever on a full vis is typical <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    Depending on the machine and the map, you could be looking at anywhere from 10 minutes to 24 hours.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    <!--QuoteBegin-wakkawa+Apr 5 2004, 11:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (wakkawa @ Apr 5 2004, 11:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Simple question.

    When you run full vis, how long does it take? Mine is either crashing, or taking forever. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    My map takes about [25 min] to fully compile at the moment.



    ----- BEGIN hlcsg -----
    Command line: hlcsg ns_barracks -estimate -nowadtextures -texdata 8192 -high -dev 1 -hullfile nshulls.txt

    23.27 seconds elapsed

    ----- END hlcsg -----



    ----- BEGIN hlbsp -----
    Command line: hlbsp ns_barracks -texdata 8192 -high -dev 1 -maxnodesize 4096

    91.70 seconds elapsed [1m 31s]

    ----- END hlbsp -----



    ----- BEGIN hlvis -----
    Command line: hlvis ns_barracks -texdata 8192 -high -full -dev 1

    19.61 seconds elapsed

    ----- END hlvis -----



    ----- BEGIN hlrad -----
    Command line: hlrad ns_barracks -texdata 8192 -sparse -high -extra -bounce 2 -smooth 80 -sky 2 -dev 1

    1420.86 seconds elapsed [23m 40s]

    ----- END hlrad -----
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    edited April 2004
    <!--QuoteBegin-ShdwStal+Apr 6 2004, 12:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShdwStal @ Apr 6 2004, 12:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What I meant was that you should have asked in a seperate topic instead.

    Anyway, see my picture attached for the hint brushes. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Thx, thats worked perfectly, now the MS is only being being drawn when much closer to the turn into MS, just need to fix the ms speeds now int he big corridoors, its jumping around 12ms OMG so you jerk a little, Just need to drop some of that facy brushwork <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
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