A Rr Question
Aletheuo
Join Date: 2003-05-26 Member: 16706Members
ok, so im working on this my first map for ns, a co_map.
I finish the basic layout, which, for the time being is encased in a large box. I proceed to make my ready room, which is larger than average, but not by much. When in the ready room testing my map, i notice that i lose fps massively when i look in the direction that the main part of the map is in. I test moving the rr to the other side to see if the drop in fps moved accordingly. is there something i should be doing to fix this?
I realize some of you are going to react to this at first, but consider the fact that my question concerns the ready room which is not a normal mapping convention.
any suggestions would be very welcome
I finish the basic layout, which, for the time being is encased in a large box. I proceed to make my ready room, which is larger than average, but not by much. When in the ready room testing my map, i notice that i lose fps massively when i look in the direction that the main part of the map is in. I test moving the rr to the other side to see if the drop in fps moved accordingly. is there something i should be doing to fix this?
I realize some of you are going to react to this at first, but consider the fact that my question concerns the ready room which is not a normal mapping convention.
any suggestions would be very welcome
Comments
And tell use what you see, if you see the outlining of the main part of the map when you have gl_wireframe on then it somehow needs to be farther back, otherwise I dont know
Other than that if you're boxing in your map that needs to stop now. (i.e. if the whole thing is inside a really really big cube) I know it's insulting to hear that if you haven't been doing it, but sometimes that never gets mentioned and it is the problem.
there are no leaks, unless they can get through the compile process.
reese:
i thought it may be the box, and that can be easily fixed, ill try that
cagey:
i'm not sure that I know what you are talking about, but i may have, sorry, im a little new to mapping, and when i say im new i mean this is my first full map project.
Thanks for the help guys, ill try these methods and let you know where it gets me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
HLVIS is the third tool in Zoner's Half-Life tools (HLCSG, HLBSP, HLVIS, HLRAD); it helps optimize the map's runtime performance by hardcoding information about what can and can't be seen from each part of the map. By default, every part of the level that is in front of the player is drawn.
If you haven't run it and are in your ready room, the Half-Life engine may be trying to draw the entire level when you look in that direction; from your description I think that's what's going on.
Which is why I asked if you had a LEAK, since a LEAK will disrupt the VIS. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Thanks again for the help, I love this forum!
would running hlvis in normal mode make a difference? ill also try the bit that xyth recommended
For the final release of the map full vis is needed. But for testing (lights, atmosphere etc..) fast vis should suffice.
[edit]
Also hl-rad -extra is not a "must have" for testing purpose, again it is needed for the final release... And to have a quick look at some architecture addition if it looks alright use only fast vis with rad disabled if you don't want to wait for lighting.
What I do myself is use a test map and put stuff (entity testing/architecture etc...) in there to test it much faster. This way I can have everything on maximum without a huge compile time, since I dont like the look of fast vis and none rad <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
The test map has all the basic needs for a NS map.