For Newbs Like Me
ImaTarget
Join Date: 2002-11-01 Member: 3415Members
<div class="IPBDescription">Optimize your Brushwork and null texture</div> Well i had some kind of enlightning moment today, and i thought id share with the people here and also hope to get comments from some pros if my theory or technique is flawed or could be refined more.
I made a <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=20558' target='_blank'>post</a> about the map i am working on. specially i was working on the "blue" hallway at the moment. This isnt about lightning or something like that but the null texture and brushwork. since i have no webspace of my own i will have to make several posts again so please bear with me till all are up before you comment <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> its a total of 4 pictures.
The first one is of the hallway of my map, without any optimization. As you can see r_speed is already up at 237. This bugged the hell out of me so i started to optimize it. (see next post).
I made a <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=20558' target='_blank'>post</a> about the map i am working on. specially i was working on the "blue" hallway at the moment. This isnt about lightning or something like that but the null texture and brushwork. since i have no webspace of my own i will have to make several posts again so please bear with me till all are up before you comment <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> its a total of 4 pictures.
The first one is of the hallway of my map, without any optimization. As you can see r_speed is already up at 237. This bugged the hell out of me so i started to optimize it. (see next post).
Comments
Next the uhm column/frame thing. i didn´t use one big brush and another one for the light fixture but rebuild it from single bruses and clipped the sides so they fit neatly together, inset the light fixture and saved faces again. to make it work fine in commandmode i used the null texture again. Now i look at both in softwaremode (open gl is fuxored in my HL)with drawflat 1 and it will become much more appearent where i saved faces. first the unoptimized again:
The only problem is there is absolutely NO gameplay affect on any r_speeds up to 600+
The difference between 130 and 230 is completely nitpicky, if you really WANT to make sure your level is absolutely trimmed up with the best possible rspeeds then by all means go for it, Target has provided an excellent start for you to begin trimming away those extra annoying digits, just keep in mind you don't really need to unless your rspeeds are causing gameplay problems.
I reiterate tho, excellent tutorial Target. Bravo!
Face dimensions with "2^n+2^(n+1)" look "good" but a little blurry,too. (= 3,6,12,22,70,96...)
Using null textures or other vis splitters makes the Vis compiling much longer, because calculation time is "n^leaves" .
below is a 224 x 224 Face.
The poly count as u see is 4.
I have 'gl_wireframe 2' on so you can see where it is divided there.
It's split into 4 faces cause the texture is a 256x256 texture.
(2nd picture below this one)
still 224 x 224 but using a 64x64 Texture.
1 poly. no divides.
Makes me wonder why they didn't make 224x224 Textures instead of 256x256 =)
Axe
null texture isn't a vis spliter. I think you're confusing it with hint.
Because of the way texture scaling works, textures are scaled down to the nearest power of 2 dimensions (so 224x224 textures get scaled down to 128x128) and then blown back up to the size they really are. So 224x224 textures end up looking really blurry in game. The 3 extra w-poly tends to be worth the increase in texture detail, if the mapper is sure to optimize enough to compensate.
Still, it doesn't hurt to optimize from the start if you're able. Having an rspeed that low from the start gives far more flexibility for when the map is 'complete'. When the mapper is making a quick tour of the area in pre-beta, he/she might wish to add some extra stuff. Having that much wiggle room grants a million times more possibility than if the rspeed was in the 400's.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><<i>ImaTarget</i>>It may be overkill but i firmly belief that if you do as good as you can from the start you will have much less to worry about later.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That basically (pre-)stated what I just said better than I ever could. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Nice job, Target! I'm still learning some of the finer (<i>aka "more complex"</i>) points of mapping, so this was a great read for me. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Mawibse: To complicate matters further, during compile the tools will cut at 224 pixels if the texture pixels visible on a brush face extends beyond the initial 240. This is a minor ‘flux’ so you can safely ignore this.
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Basicly this works on TILED Textures this way. you can use 240 for whole textures(256x256 textures) and get the same cut as if you used a 224.. if you tile the textures thou sometimes it will cut them up at 224.
So if you use alot of tiled textures it's safer to set at 224.
If whole 256x256 textures then 240
seems resonable and safer to work at 224 thou <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
I suppose this is always debatable thou <!--emo&;)--><img src='http://www.natural-selection.org/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
Axe
(im unworthy i know <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->)
Makes me wonder why they didn't make 224x224 Textures instead of 256x256 =)
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
256-224 = 32
Faces are split every 224 units to have 32 units "overlay-space" for smoothing between 2 different 256 Textures (on old GFX cards in software mode).
Check 3D-Mikes site for more info.
marcos: hmmm so it only worked that well on the floor and ceiling and walls for me because it isn´t a 256*256 texture? interesting.
if the texture is 256x256 then it will render at 240x240
if the texture is smaller/tiled to fit, then it's usually 224x224.
(as I stated above... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> )
Axe