Yes!  i finally got there!

Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
<div class="IPBDescription">Closest i've ever been to maxing planes</div>This is about as close as you can get and still be able to compile. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

Comments

  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    *hands relic a junior G man badge and a small cake*
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    /me laughs for a long time

    Damn you! I was hoping to beat you in the plane wars <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    I can still try! muahaha
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    hehe, i'm heading into max_patch territory right now

    D:
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Geez...

    Come on, you can get 1 more in Relic... <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->



    <!--EDIT|ken20banks|Mar. 29 2002,11:22-->
  • CrematorCremator Join Date: 2002-01-24 Member: 27Members
    hehe...

    ps, beaver rules!  glad to see you using it.
  • Terawatt_99Terawatt_99 Join Date: 2002-02-09 Member: 188Members
    lol, now you have to get max textures and entities <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    max_patches is not an issue. Just run RAD with -chop 96 instead. If you run outa patches again, increase it to -chop 128.
  • nrbynrby Join Date: 2002-03-05 Member: 270Members
    I'm already running on a higher chop value
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Uh oh... Never thought about <i>patches</i>... I've been keeping such a close eye on my planes use that I never thought of the possiblity of running out of patches...

    <!--emo&:0--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wow.gif" border="0" valign="absmiddle" alt=':0'><!--endemo-->

    Hmmm.... better check up on that...

    -Edit- Heh, I feel kind of stupid asking this, but where exactly do you check your max_patches info?

    -chart doesn't seem to list it... (I'm bad at technicalities...)



    <!--EDIT|ken20banks|Mar. 29 2002,21:08-->
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    I just used -chart in CSG to get the reading on max planes you see above.  Did you mean max patches?
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Oops, sorry! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Yep, that was a typo.

    Max_patches is the beast I meant to refer to. Where, exactly, does one check up on his patch use?



    <!--EDIT|ken20banks|Mar. 29 2002,21:20-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    The number of patches are listed right at the beginning of HLRad. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> 65536 is the max, I think...
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Oohh... I was looking in all the fancy extra stuff... now I <b>really</b> feel stupid. I'm forgeting all these basic things...

    Hehe, thanks KFS. <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->



    <!--EDIT|ken20banks|Mar. 29 2002,22:55-->
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    Can't you just run it in sparse or novismatrix mode to get past the max_patches problem?
    thats my understanding of it anyway
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    I've already reached max_patches both with -64 and -96, plus I've hit max_clipnodes too.

    But, damn... 20 planes away from the maximum. That's cutting it close, Relic <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    Hehe, take a closer look... He actually appears to be <b>one</b> short of the limit.  <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->  (I think)

    I can only hope you're finished with the level, Relic. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->



    <!--EDIT|ken20banks|Mar. 30 2002,01:14-->
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    -Sparse has nothing to do with max patches.  It is only a way to reduce the filesize of the vismatrix. The <b>only</b> thing this does is reduce the RAM usage during RAD calculations.  It usually makes the first step of RAD take longer, but you can get away with much less RAM, and it will have <b>no effect</b> on the quality of the end result in your compiled map.  I use -sparse all the time now.
  • realityisdeadrealityisdead Employed by Raven Software after making ns_nothing Join Date: 2002-01-26 Member: 94Members, NS1 Playtester, Contributor
    I'm glad to hear that -sparse doesn't effect the quality in any way. I was wondering about that seeing as I'm pretty weak on the memory..
  • MerkabaMerkaba Digital Harmony Join Date: 2002-01-24 Member: 22Members, Retired Developer, NS1 Playtester
    -sparse DOES affect patches. As quoted from the Zoners Tools reference file: <i>This option enables a compressed vismatrix, which at the cost of extra CPU time, <b>breaks the 65535 limit</b>, and also uses about 10% of the memory the vismatrix would.</i>

    Unless this information is invalid? I havn't tried it personally, but what I gather from that sentence, compiling with -sparse means not having to worry about hitting max patches.
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Okay.  I wasn't aware of that, but at least it only affects max patches in a <i>good</i> way. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    i heard it did make it look a little bit crappier, using -sparse

    *shrugs*

    what would i know?

    im most interested in how you got to almost 100% planes without hitting the leaves or clipnodes limit 1st, i may be stupid but those are the limits i usually brush up against first . . .
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Just lucky I guess. <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

    The only reason I can think of is that I made sure to use Merl's ZHLT compile tools, which keep the func_illusionaries from adding to the clipnode count.  I'm only at about 80% of clipnodes and nowhere near the leaves limit.

    That -sparse makes a difference in the appearance of a compiled map seems to be a common misconception.  I don't know how that rumour got started, but I swear to you that it makes no difference at all.
  • Black_WolfBlack_Wolf Join Date: 2002-03-13 Member: 310Members
    hmm, indeed, i do believe you. I am using Merl's, my clipnodes and leaves (especially leaves) are above the planes =/ does full vis create more leaves?
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    Oh, I just thought of something.  First though, I always use full VIS.  Okay, one reason why my leaves (and possibly my clipnodes) are lower is because I increased the Maxnodesize to its maximum. value (4096).  This results in larger and fewer VIS portals.
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    How much of an r_speed increase is there with that maxnodesize value?
  • Relic25Relic25 Pixel Punk Join Date: 2002-01-24 Member: 39Members, Retired Developer, NS1 Playtester, Contributor
    None.  It was actually a reduction in my case.  I just had to plan and build everything with this in mind from the start.

    It's one of those tricky things that can work for or against the mapper, and it all depends on the map's construction.  I found that, for me, making Maxnodesize as large as possible and controlling VIS manually through design, layout , and hint brushes worked best for me.  I wouldn't advise changing this value if you hadn't built your map from the beginning to suit a different value.



    <!--EDIT|Relic25|April 02 2002,11:33-->
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