Map Complexity

Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
First off, I know that the HL engine is old, but what is the target system that you all have in mind when mapping? An old Pentium class PC or something along the lines of a PIII-PIV? After reading through some of the threads (might have been the faq) I came upon some recommendations, one including running the map in software mode. I guess mainly what I need to know is:

1. How high can you allow your r_speeds, or rates, or whatever to get before it is considered unacceptable for NS?
2. What is the target system that you all benchmark everything by?
3. This is kind of unrelated but, anyone know where I can go to get instructions on the particle system? I went to the selective design site, which pointed to another website that has information only for nstr, not the current version of ns.

Here is an example of what I am facing, the below image shows one of the rooms I am working on, right now I am getting around 700 wpolys, how many is too many?
<img src='http://www.aybnetwork.com/mapping/speeds.jpg' border='0' alt='user posted image'>
<!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo-->
<img src='http://www.aybnetwork.com/mapping/speeds2.jpg' border='0' alt='user posted image'>

Comments

  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    Also, does anyone have any pointers on keeping brushes from cutting other brushes durring compiling? I know about using func_walls to keep that from happening, but are there any other ways?
  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    According to the guidlines wpolys shouldn't generally go above 700, 800 max for soldiers. limits for commanders are higher, maximum 1000.

    There aren't any guides for the particle system in NS as far as I know.

    You can use hint brushes to guide the compiler where to cut up the faces of your brushes, I believe there is a tutorial on Relic25's site.
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    Arg, only 700? Well, that sounds about right... Thanks for you help. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    Also, does anyone know if two brushes only touching at the corners will section or cut up the other brush?
  • BiTMAPBiTMAP Join Date: 2002-11-08 Member: 7685Members
    if its around 700 for marines it should be about right for commanders.
  • Shoot_meShoot_me Join Date: 2002-11-15 Member: 8696Members
    edited November 2002
    OK.. I feel stupid right now... um... did I forget to mention that I left the -fast command line argument on? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->

    After 30 mins of editing, and a complete overhaul of the room... I just found out.
  • NZBarryNZBarry Join Date: 2002-11-05 Member: 7206Members
    Your room looks pretty huge, which is generally not so good for your r_speeds. Remember that the faces are carved up along the edges of the textures so if you scale up your ceiling textures and such you should lower your speeds a little (exceptions always exist).
Sign In or Register to comment.