Rail Trouble - final
Rail Trouble - final
HI
Final version.
I think it's nice and orginal map.
Rail Trouble - final
Thanks everyone who has given me feedback
screen1
screen2
screen3
Final version.
I think it's nice and orginal map.
Rail Trouble - final
Thanks everyone who has given me feedback
screen1
screen2
screen3
Last edited by [TymoN] on Thu Jan 26, 2006 8:34 am, edited 1 time in total.
dont listen to jenny... it's ok to post it here, since this is map is already in RC stage. IMO this one is even the better place because in Q4D are more gamers who can verify your item layout and similar terms concerning gameplay.
But maybe you want to mirror your thread in the mentioned Level Editing forum to get feedback there also.
Will give the map a shot, when time allows. But to judge from the screenies it looks quite neat.
edit: lol. looks like jenny is quite a turbo refresher. Seconds after my post (s)he just deleted his/her moaning. Ok now my post doesnt make sense anymore, but I'll just leave it as it is...
But maybe you want to mirror your thread in the mentioned Level Editing forum to get feedback there also.
Will give the map a shot, when time allows. But to judge from the screenies it looks quite neat.
edit: lol. looks like jenny is quite a turbo refresher. Seconds after my post (s)he just deleted his/her moaning. Ok now my post doesnt make sense anymore, but I'll just leave it as it is...
Last edited by maz0r on Tue Jan 24, 2006 11:31 pm, edited 1 time in total.
Re: Rail Trouble - almost final
I took a quick look, and I don't think there's any single thing there to fix that will greatly increase your framerate. Simply put, that's a very large open area with a lot of stuff in it. There are a few things that you could do that would help.[TymoN] wrote:I have FPS problem - on RA side. Help.
1. Redesign some of the geometry in that area to allow for more effective use of visportals. All the visportals around the edge of the room are backed so far off from the RA area that they're not remotely as effective as they could be. First, I would add a visportal on each side of the RA platform (change geometry as necessary). Then I would make minor changes to the walkways and columns to allow moving the nearest visportals up to spots like this on both sides:

This would also result in more distance between the near ones and far ones, which would help as well.
2. Make sure that shadows are turned off on as many lights as possible.
3. Check out http://www.iddevnet.com/quake4/LevelEditor_Performance and you will find a number of other things that you can try; some of them may help. (e.g. check your draw calls, read about the different things to check and to try, and see what you might change to lower them--they were around 2000 at RA, which is very high).
I think you could do a lot more with portals even if you keep the geometry similar to what it is now--just alter it enough to allow for clean rectangular visportals within those spaces. If you're willing to make drastic changes, that would allow you to do even more.

(Why do you have a big slab of nodraw extending across that room?)
[Edit: One additional note--it would be a relatively simple matter to block in rough geometry to allow those portal changes and see what kind of improvement you're going to get before putting a whole lot of detail effort into it. Probably testing rough changes in a second copy of the map would be the safest thing to do...]
I beat the internet; the end guy is hard.
Thanks everyone who has given me feedback
Rail Trouble - final
Rail Trouble - final
Yeah, sorry, I should have said "you don't seem to have changed anything about the geometry".
It doesn't look like turning off shadows on some lights really ended up making much of a difference--draws are still ~2000.
In my opinion, you could have made big improvements to performance there without making big changes to the map geometry, but...oh well...it's obviously your decision.
It doesn't look like turning off shadows on some lights really ended up making much of a difference--draws are still ~2000.
In my opinion, you could have made big improvements to performance there without making big changes to the map geometry, but...oh well...it's obviously your decision.
