How To Reduce Wpolies?

cariocacarioca 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.
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Comments

  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    edited April 2005
    Dividing a room in half by using a hallway or door wont work. You will still be able to so in to the next room if the hallway is straight and the door isn't even a solid that blocks vis.

    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)
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    I said it every time: people, lern to work CLEAN. you have to get the feel for the way hl sees the world. you should start to think like the engine. since the day I say my map completely cut into hundreds of faces just because I attached a solid pipe to a wall I often try to imagine how the final result will look like in flatshade mode.
    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-->
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    use gl_wireframe 2 and see exactly whats being cut up, and whats rendering. That should give you a start to see where you can cut it down. Also, try and learn how to use hint brushes and vis blockers effectivly.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--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 ^_^.
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    in most cases, func_walls count as w_polys also. but if you have a pipe, and its cutting into the wall, turn it into a func_wall and use the null texture on faces that are not seen by the player. ex: parts that touch the walls or ceilings, or parts that are innacessable by players.

    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.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
    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?
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin-GiGaBiTe+Apr 22 2005, 08:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Apr 22 2005, 08:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> in most cases, func_walls count as w_polys also. but if you have a pipe, and its cutting into the wall, turn it into a func_wall and use the null texture on faces that are not seen by the player. ex: parts that touch the walls or ceilings, or parts that are innacessable by players. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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' />
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited April 2005
    <!--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-->
    lt gravity my browser doesnt show up your images and i cant understand what you say without images working propely.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin-carioca+Apr 23 2005, 12:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ Apr 23 2005, 12:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->
    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.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    nah.
    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?
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    edited April 2005
    func_walls do count as w_polys, dont ask me why but they do. test my theory by creating a small room in hammer with a light and an info_player_start and a pipe thats a func_wall. turn r_speeds to 1 and if your just a readyroom player, you wont see any e_polys, just w_polys.

    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.
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    use a hint brush instead of cutting up the wall like that then. All a hint brush does is tell the compiler where to make a vis cut. They will greatly improve your polys if you use them correctly. Better us of them is around corners and corridors so you can't see to far. Check the verc if you need more help.
    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?
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited April 2005
    <!--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-->
    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>
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    Ok, i had a look at your map.
    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.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    edited April 2005
    <!--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-->
    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?
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    edited April 2005
    No it didn't.

    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.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
    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).
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2005
    Just one question carioca. Are those two vertical cylinders (outside the hive) still combined into one big func_wall , or any other brush based entity?

    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
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--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-->
    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.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--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-->
    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.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    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>
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    <!--QuoteBegin-carioca+May 5 2005, 08:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ May 5 2005, 08:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    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>
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin-carioca+May 5 2005, 08:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (carioca @ May 5 2005, 08:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    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-->
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--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 send yo to your email.
    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^^.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    send a mail back to you. I spend about one hour, look how I ruined your ms <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • DrekDrek Join Date: 2002-12-19 Member: 11165Members
    I'm not meaning to go ot here, I think this applies, but I find hint brushes really tricky to use. I've found that what they do is they create a face split wherever they are placed, so it is best to place them along the natural brush lines in your map, otherwise they can actually make your polies much worse. But what I've heard is that they are best placed around corners to make the vis blocks smaller when you are close to corners, but the natural breaks in my maps are usually at corners, and when I place the hint brushes there they don't seem to have any effect. Can anyone give some good advice, or point me to some good advice on placing hint brushes? I've read a number of tutorials on this but it always seems to me to end up being more voodoo than science...
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    That huge pipe thing... couldn't you even split that brush in to three sections, two pieces(32 or 16 units thick..) at each end grouped and tied to a func_wall? I like to think that sometimes it's better to get away with as many world brushes rather than func_walling everything.
  • MrRadicalEdMrRadicalEd Turrent Master Join Date: 2004-08-13 Member: 30601Members
    edited May 2005
    Okay for seriously..

    [*] 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
  • DrekDrek Join Date: 2002-12-19 Member: 11165Members
    I just wanted to say, moving brushes one unit away from a surface to prevent them from breaking up the surface works, especially when the object being moved is smaller and more complex, such as a pipe. However, putting a null texture on the back didn't improve polies in my map as far as I can tell, and it can look bad if there is any chance that the nulled texture can be seen.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    edited May 2005
    <!--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-->I just wanted to say, moving brushes one unit away from a surface to prevent them from breaking up the surface works, especially when the object being moved is smaller and more complex, such as a pipe.  However, putting a null texture on the back didn't improve polies in my map as far as I can tell, and it can look bad if there is any chance that the nulled texture can be seen.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->You never do it on a texture that can be seen. My tip for this is to make every new part of your map in one texture. Choose a really horrible texture that you know would never fit in your map and just looks like an eyesore. Then as you make your 1st, 2nd, etc. rooms texture the <b>faces that can be seen</b>. When you've finished <b>replace your eyesore texture with null</b>.

    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.
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