R Speeds

NzNexusNzNexus Join Date: 2004-02-16 Member: 26605Banned
<div class="IPBDescription">how to bring them down?</div> Can someone tell me ALL ways to make the r speeds less and calm them down.?

Because i need something what is really VIS blocking.

So what does the r speeds get down?
I suddenly discovered that my map have to high r speeds.

Comments

  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    There are many ways to lower your wpoly. I'm gonna list some of them here.

    -Visblocking. Probably the most effective way to make your wpoly lower. What you do, is basically make areas that are too big into smaller, divided areas. Put up walls between them, and make sure that they are world brushes (entities do not block vis). If you have a room > straight corridor > room, try making the corridor turn a bit.

    -Scaling up textures. All faces are split by 240*texture scale. By increasing your texture scale, you will lower the amount of splits.

    -Make brushes touching other brushes entities or move them 1 unit from the other brush. Example, you want to make a pipe go through two walls. You could either func_wall it - but entities do not block vis nor do they cast shadows. If you want it to cast shadows (or block vis), keep it a world brush, but instead move each edge 1 unit from the wall. That way, the pipe will not split the wall up so much.

    -Hint brushes. These are ONLY useful if you can see parts of your map that you are not supposed to see (gl_wireframe 2). Hint brushes split up the vis leafs, so they will add to your wpoly, however they can drastically lower it as well, if you have areas that can be rendered but that shouldn't.

    -NULL-ify faces the player will not see. Typical things are, for example, on the outside of a window. Also, try making your whole map in NULL, and then only texture the faces you'll see. It can also lower your wpoly.

    -Finally, if nothing else works, start ripping detail out until the r_speeds are at a reasonable level.

    -If you're talking about epoly, you'll just have to remove any models nearby.
  • NebuzaradanNebuzaradan Join Date: 2003-07-13 Member: 18139Members
    So if I'm understanding this right, you shouldn't have worldbrushes actually touching each other unless you have to? Ex: If I have a room full of crates, I should make sure that none of the crates actually touch the walls (or the floor) and always make them 1 unit away?
  • brute_forcebrute_force Join Date: 2003-10-04 Member: 21433Members, Constellation
    <!--QuoteBegin-Nebuzaradan+Aug 19 2004, 03:34 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nebuzaradan @ Aug 19 2004, 03:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So if I'm understanding this right, you shouldn't have worldbrushes actually touching each other unless you have to? Ex: If I have a room full of crates, I should make sure that none of the crates actually touch the walls (or the floor) and always make them 1 unit away? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Correct, unless these crates should be visblockers. (ie blocking visibility into other rooms). Remember, you can have them touching the floor, alot of the times it doesn't matter, but if you want to lower your r_speeds then yes, make them an entity/move them a unit up.
  • DepotDepot The ModFather Join Date: 2002-11-09 Member: 7956Members
    Good info to know, thanks brute_force! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
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