How To Reduce Wpolies?
carioca
Join Date: 2003-09-02 Member: 20511Members
<div class="IPBDescription">i try some times include hallways but...</div> i making the co_charge and have some areas so high polies and the limite are near 800 and i get near 1000.
have some way to me keep the layout or the beautiful of the map?
some times i cut the room in two, include hallways, doors or just cut out some nice details.
the main isssues i wanna are in the dockingbay, every time i have to short the room to keep in the lower wpolies.
have some way to me keep the layout or the beautiful of the map?
some times i cut the room in two, include hallways, doors or just cut out some nice details.
the main isssues i wanna are in the dockingbay, every time i have to short the room to keep in the lower wpolies.
Comments
Think about the architecture and the direction of the layout before mocking up the layout, or just keep in mind the limitations HL has.
(edit: found the screenshots/thread: you need to work on more effecient brush work. You can't always angle a brush and hope for the best. Try and make brushes fit and avoid overlapping that that cuts the face of a brush up)
it takes a lot of experience to cut down the w_polies in a decent way. many people wonder how it is possible to keep polies low AND to create architecture that isnt boring.
ns_source should demonstrate that in perfection <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
but sometimes its... creepy. when I walk through parts of the map that run with half the polies I exspected it to. so it is definitely possible so noone has to sell his soul to satan <!--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-->
but some tiems didnt work the wireframe i dunno how to turn ns to do this.
always i have to compile under half life folder and then start half life to see in wire frame.
i ofen use bspviewer but gimme some great view what is worng i only wanna know the right path what to do.
i think the solution is make new textures because i use so many textures and brsuh to make a wall, maybe if i make omg texture will work better ^_^.
that usually helps reduce poly counts.
the other way is to find a way to simplify the geometry in the level without making it look too bad.
could tell me mroe about hint brsuh i read some and i think my translation lazy stuff get me back again because i dunno where i face the skip is for the player view or the wall or a face to playes pass the skip face textures.
im flying with the bspviewer and i dont get so high counts only 400 wpolies where i get 1000 in hl and where i get 1100 i get only 700.
i see the vis are crossing my rooms by the ventilation, some tiems im at one room but i can see in the bsp viwer the roof of the other roooms near.
i hope someoen send some tutorial ou answer thsi for me.
because i would like to have hint skip in the entrances and vent of my level.
skip and hint has to cross over the entities or if touching a entitie will be fine?
func_walls are entities, right? so they just cant count to thé w_polycount.
making a pipe a func_wall just because the end of the pipe cuts another wall into "face crap" is NOT a decent way to reduce w-polies because you raise the number of entities in the map with each pipe. remember, brush based entity is not = brush based entity. for example a door has only few entity information, its preferences, at least the information for 12 polies and the texture placement. if you have a double bended pipe tied to an entity the information only for this one will be comparable to roughly 8 doors!
the better way to fix the w-poly problem: cut your walls by you own. so you will be able to control the number of faces.
examples:
bad
<img src='http://mitglied.lycos.de/centercross/bilder/bad.jpg' border='0' alt='user posted image' />
better
<img src='http://mitglied.lycos.de/centercross/bilder/better.jpg' border='0' alt='user posted image' />
best with texture match
<img src='http://mitglied.lycos.de/centercross/bilder/best.jpg' border='0' alt='user posted image' />
lt gravity my browser doesnt show up your images and i cant understand what you say without images working propely.
lt gravity my browser doesnt show up your images and i cant understand what you say without images working propely. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
just download following pictures:
<a href='http://mitglied.lycos.de/centercross/bilder/bad.jpg' target='_blank'>http://mitglied.lycos.de/centercross/bilder/bad.jpg</a>
<a href='http://mitglied.lycos.de/centercross/bilder/better.jpg' target='_blank'>http://mitglied.lycos.de/centercross/bilder/better.jpg</a>
<a href='http://mitglied.lycos.de/centercross/bilder/best.jpg' target='_blank'>http://mitglied.lycos.de/centercross/bilder/best.jpg</a>
hope it works.
they keep say: dont found the host.
maybe is a problem with your hoster try image shack.
<a href='http://www.imageshack.ws/' target='_blank'>http://www.imageshack.ws/</a>
please could do this?
and hint brushes are more like entity cluster portals, when i used them, they didnt really help with world geometry.
and for that pipe tutorial, creating an extra brush so it doesnt cut up the wall wont work. if the small block and the rest of the wall are all aligned so it looks like 1 continous texture, it will still cut the wall up as if the small block wasnt there. its best just to make a 1 unit gap between the wall and the pipe.
Your better off just making the pipe a func_wall if your worried that much about it. There are also other options to reduce your polys in the design before the pipe gets modified.
Please try and post some screenies with gl_wireframe 2 on so we can see how to help you. Or as an alt post your bsp and someone can help out there.
BTW, those pics work fine for me?
i will release this for someone help me because im tired yesterday i try 3 times use hint brushes in a room and the near rooms but the compiler keep giving 900 polies and the bspviewer 700 so i dunno what is right.
i use bspviwer to see where the compiler are cuting my rooms and i try cut more closer than him but only work in the low polies areas like hallways and room not in the same room.
i arrive for two choices if nobody help me:
1) then i will alpha this and end this.
2) else i will make this oficial.
so i host at my files:
<a href='http://www28.brinkster.com/altdbaco/default.htm' target='_blank'>the link for the source</a>
First off, doesn't look too bad <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Secondly, where you have the major problems, is that in the room with the 2 cylinders, you can see all the way down to the alien hive, making massive polys.
You need to put a corridor or something between the two rooms running perpendicular to the current rooms to block the vis.
glad to hear some thing fresh.
make a compile that won hurt you more than half hour.
walk at docking bay, ms and the place where i farm hint skip brush(i dunno if they working all propely but could tell me please?).
the fuel tanks with 2 cylinders they are the main trouble for the controls 2 levels?
lights.rad for my level:
<!--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-->
r25_droplight1 255 255 255 100
light_yg03white 255 255 255 600
light_panel02 255 255 100 300
light_smaor 230 104 0 300
light_panel01 100 255 100 300
light_panel03 100 255 200 300
light_panel04 255 50 50 300
light_strip3 255 255 255 600
light_yg03gre 50 255 50 1000
light_yg03blue 50 50 255 1000
light_yg04on 50 50 255 200
ns_light1 255 255 100 800
~LIGHT4A 250 250 150 20
lights_round 250 250 250 20
light_newred 255 100 100 600
light_newgreen 50 255 50 300
comp_lightblueb 50 50 255 50
fx_biomech03 255 50 50 50
fx_damage06 255 255 255 50
fx_damage07 255 255 50 50
~trn_ns 255 255 100 100
tr_lightblue2 50 50 255 100
fx_screens01 50 255 255 50
fx_screens03 50 255 255 50
<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
and someone can tell me if the v_wad.wad come with ns?
The two cylinders are fine themselves, its the fact you can see the whole room behind them thats the problem.. Its needs a corridor between the two to stop the vis.
how this middle wall will work with how much and where will be the doors?
i have to make a midle door to prevent vis the second section or 2 door will do the same now without middle wall.
i have to cut the room in what direction,horizontal,vertical or in the longitudinal?
could show up a sketch from x*y and (x*z or y*z).
If so it is to big and will 'most of the time' completely ignore vis. Resulting in it being rendered from anywhere in the map when they are within the maximum viewable distance. It's w-poly will then be added to the w-poly when you look in it's direction, even when you can't possibly see it.
I think it happens when an object is over 600 grid points in at least one of the x, y or z axis. To fix this you simply move them back to world brushes (located in the rightclick menu) And after you've done that, put them into 2 seperate func_walls or something tos see if this fixes at least this problems.
Or fix them as Lt Gravity has explained so you don't have to turn them into func_walls at all <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
I'm just posting this as it seemed, last time I checked your map, that you have a lot of huge brush based entities across you're map. Which are being rendered when they actually shouldn't be visible at all, making them add to the overall w-poly when they shouldn't do that. This is at least the first thing you should fix, before modifying anything in the map or using hint brushes.
After this is fixed and you still have w-poly problems, you can more effectively use hint brushes and maybe modifying the map layout (hallways and stuff) to lower the w-poly. But this problem has to be adressed first for the other methods to work properly
i func wall the both cylinder together because they move to world will cut the floor very strange and make the bug of the fake floor to falls of the eternity.
if u rememnebr thsi is the room where marines onos crouch falls to eternity.
so i fix func wall those cylinders, but if they still count to world polies and if a split in 2 func walls work better i will test tomorrow because today im bi tired and keep unhappy waiting more tip to fix this.
i make a new compile change to world that stuff but i include a 8 sided pipe same size of the fuel tank foot for it to prevent strange fall to eternity
(thanks: crispy for: wierd->strange; it use for so repeated words in the class at ns_source).
the high polies at that room are gone but a new chalenger come the fuel tanks looking at the midle room to way for dockingbay get 1000 world polies solution maybe a relocation of that door more inside of that pathway or some hint brushes.
cuting fueltanks and that path.
help me please.
this are in game textured get 1100 world polies since i remvoe the foot of the fuel tanks have smashed bye vis cuting and loose the beauty so i redone and now back to the worse polies every saw.
<a href='http://img29.echo.cx/my.php?image=rspeeds7zh.jpg' target='_blank'><img src='http://img29.echo.cx/img29/540/rspeeds7zh.th.jpg' border='0' alt='user posted image' /></a>
here is soemthing i mat 10 days smash the head over the wall.
could help me.
<a href='http://img29.echo.cx/my.php?image=rspeeds23sm.jpg' target='_blank'><img src='http://img29.echo.cx/img29/4748/rspeeds23sm.th.jpg' border='0' alt='user posted image' /></a>
Help me please.
These are textured in-game and get 1100 world polies after I removed the foot of the fuel tanks. I have smashed them by vis cutting and they lost their beauty so I redid them and now they're back to the worse polies ever seen.
[IMG]
Here is something I've spent 10 days banging my head against a brick wall over.
Could anyone help me?
[IMG] <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<i>carioca says:</i>
help me please.
this are in game textured get 1100 world polies since i remvoe the foot of the fuel tanks have smashed bye vis cuting and loose the beauty so i redone and now back to the worse polies every saw.
<a href='http://img29.echo.cx/my.php?image=rspeeds7zh.jpg' target='_blank'><img src='http://img29.echo.cx/img29/540/rspeeds7zh.th.jpg' border='0' alt='user posted image' /></a>
here is soemthing i mat 10 days smash the head over the wall.
could help me.
<a href='http://img29.echo.cx/my.php?image=rspeeds23sm.jpg' target='_blank'><img src='http://img29.echo.cx/img29/4748/rspeeds23sm.th.jpg' border='0' alt='user posted image' /></a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
give me just one room and I will reduce your world polies by HALF!
im serious <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
hope you can find something to do with it i will wait you check the file and work on it but could informe in 2 days your progress?
if can put it in aceptable limits will be fine^^.
[*] 1.) The end of walls in door ways I see have these outer bevels(triangle molding sicking out thingies) I don't know if you noticed it, but it cuts the floor bad and really adds up when nearly every room transition has theese.
The fix? Make the bevels separate brushes and tie them to a func_wall so they don't cut up the floor.
[*] 2.) Alternatively you can add small floor brushes in line with the walls to help stop the floor from being cut up so many different ways. Plus is you will need something there if the bevels are made in to func_walls
[*] 3.) You have more of those beveled walls.. see 1 and 2
The only problem with this is that you have to pay close attention to the faces that can be seen, and it's best only to do the swap once you've finished the section, otherwise the null texture can be revealed when you vertex manipulate and give you hall of mirrors. Like in the Smelter hive on Metal (go to hive, climb up to structure directly in front and look around in the shadows). Also if you don't texture all of the visible faces you can end up overlooking a null texture which will screw your map up.
If you're patient, and a perfectionist then you should get all of the faces you need to be nulled.