New Comer To Mapping

PvtBonesPvtBones Join Date: 2004-04-25 Member: 28187Members
hey I'm think of taking up mapper but I have a few questions.


1) what the heck is R_speed(s)?

2) what are all these compilers for?

3) where can I find some tutorials?

4) are textures a b**** to put on (and/or make)


and stuff like that

thanks in advance

Comments

  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    edited May 2004
    Try the Mapping FAQ thread that's webbed up-top.

    *Hands PvtBones Flame-Retardent Jacket* Good Luck with this Thread.

    EDIT: Setting-Up Your Computer For Mapping Thread: <a href='http://www.unknownworlds.com/forums/index.php?showtopic=50171' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=50171</a>

    ~ DarkATi
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    r_speeds = # of polygons <i>rendered</i> by halflife.

    lower is better, performance-wise, but it may not look that good.
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    quick question does half life engine have a limit on r_speeds? if so what is it
  • DefenserDefenser Join Date: 2004-05-15 Member: 28683Members
    edited May 2004
    <!--QuoteBegin-chrono5454+May 30 2004, 12:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (chrono5454 @ May 30 2004, 12:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> quick question does half life engine have a limit on r_speeds? if so what is it <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Actually it has a limit of 800, and when it is reached, HL engine doesnt draw any more w-polys which go over that limit(in SOFTWARE mode)
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Defenser+May 29 2004, 10:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Defenser @ May 29 2004, 10:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-chrono5454+May 30 2004, 12:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (chrono5454 @ May 30 2004, 12:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> quick question does half life engine have a limit on r_speeds? if so what is it <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Actually it has a limit of 800, and when it is reached, HL engine doesnt draw any more w-polys which go over that limit(in SOFTWARE mode) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I dunno bout Software, but OpenGL will render as many polygons as you want, until it crashes of course. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    <!--QuoteBegin-ShdwStal+May 29 2004, 02:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShdwStal @ May 29 2004, 02:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Defenser+May 29 2004, 10:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Defenser @ May 29 2004, 10:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-chrono5454+May 30 2004, 12:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (chrono5454 @ May 30 2004, 12:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> quick question does half life engine have a limit on r_speeds? if so what is it <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Actually it has a limit of 800, and when it is reached, HL engine doesnt draw any more w-polys which go over that limit(in SOFTWARE mode) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I dunno bout Software, but OpenGL will render as many polygons as you want, until it crashes of course. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    ya im asking at what point does it crash
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-chrono5454+May 29 2004, 11:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (chrono5454 @ May 29 2004, 11:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-ShdwStal+May 29 2004, 02:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShdwStal @ May 29 2004, 02:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Defenser+May 29 2004, 10:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Defenser @ May 29 2004, 10:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-chrono5454+May 30 2004, 12:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (chrono5454 @ May 30 2004, 12:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> quick question does half life engine have a limit on r_speeds? if so what is it <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Actually it has a limit of 800, and when it is reached, HL engine doesnt draw any more w-polys which go over that limit(in SOFTWARE mode) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I dunno bout Software, but OpenGL will render as many polygons as you want, until it crashes of course. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    ya im asking at what point does it crash <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Probably depends on your computer. I heard 4000 wpoly will drop you to about 15 fps on a pretty good computer. However, I think the crash limit might be something like 20 000 or more wpoly. You could always experiment yourself <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • GrizzlyGrizzly Join Date: 2003-10-27 Member: 22025Members
    GG 20 000 w_pollys <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • Dorian_GrayDorian_Gray Join Date: 2004-02-15 Member: 26581Members, Constellation
    If you have 20000 w_polys in a room it damn well better be the best room ever for a HL map <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> Hell even with 4000 it better be the best map ever. Either that or the mapper just used a lot of tubes with like 300 sides.
  • ChronoChrono Local flyboy Join Date: 2003-08-05 Member: 18989Members
    <!--QuoteBegin-Dorian Gray+May 29 2004, 11:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dorian Gray @ May 29 2004, 11:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Either that or the mapper just used a lot of tubes with like 300 sides. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    *shifty eyes* <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    In our map there was a leak and so the r_speeds reached 4500 in the worst place, as without leak it would've been about 2000.. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> But I don't think it affected the fps very much.. (me got so good comp <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Dragoni+May 30 2004, 08:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dragoni @ May 30 2004, 08:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In our map there was a leak and so the r_speeds reached 4500 in the worst place, as without leak it would've been about 2000.. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> But I don't think it affected the fps very much.. (me got so good comp <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I have a map that covers most of the VHE grid, when I had a leak in it it would render about 5000 wpoly. When I looked towards the map I got like 5fps (I have a decent comp, I usually get about 80fps in-game).

    Oh, and for the record, I think the maximum amount of faces for one brush is like 32.
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    Ok, ok.. I got the point. Maybe I exaggerated a little.. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    The thing is, it doesn't matter on your computer. Your computer could quite happily render 4,000 w_polys without breaking a sweat in other games. It's the dated HL engine showing it's age here.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited May 2004
    <!--QuoteBegin-esuna+May 30 2004, 02:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (esuna @ May 30 2004, 02:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's the dated HL engine showing it's age here. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    True, but it did age very gracefully <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    something like 6 years old and still alive and kicking, the hl engine is probably the oldest engine which even to this day has a big community behind it and it still packs a punch...
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    I'd say that the Unreal Tournament community is still alive and kicking - absolutely thousands of servers <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    FPS readings when you have a leak are a poor indicator of how well things can actually work. Remember, you're not just displaying 5000 polys at once, but since VIS didn't run, you're drawing them over top of each other over and over again. Overdraw is an incredibly expensive process - You all know what happens when you get too many sprites over each other, so now you have polys from every room in the map drawing over themselves. Framerates are also poor without RAD, which is odd, but I think you'll find in many leak situations even normal polycounts will give you poor framerates.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--QuoteBegin-Cobra^+May 30 2004, 03:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cobra^ @ May 30 2004, 03:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd say that the Unreal Tournament community is still alive and kicking - absolutely thousands of servers <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    but hl is older <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    By what, a year? I count that UT was released a year earlier and although most of this forum will disagree, I'll say that in terms of mapping and creating good looking levels from the off, UT is the winner.
  • PvtBonesPvtBones Join Date: 2004-04-25 Member: 28187Members
    hit a bit of a snag with the whole windows/systems step where exactly is it adn do I really have to move it there (I'm paranoid of moving things at can affect windows)
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