optimizing

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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^Ghost
Posts: 230
Joined: Tue Sep 08, 2009 3:35 am

optimizing

Post by ^Ghost »

on this defrag map im working on, i hit a stump when im nearly done with the map.
[lvlshot]http://img810.imageshack.us/img810/3559/shot0112.jpg[/lvlshot]
as you can see the entire map gets rendered from the start, or wherever you are.
I've tried hint brushes, in all sorts of ways, nothing helps, all the terrain is made detail and each area is boxed out with caulk. what am i doing wrong?
[url=https://github.com/Garux/netradiant-custom]NRC[/url]
[url=https://defrag.racing/]Defrag[/url]
[url=http://ws.q3df.org/]Q3 Map Archive[/url]
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: optimizing

Post by Noruen »

Terrain - you should mark terrain as structural. Now it is detail and it CAN't block VIS.
spookmineer
Posts: 506
Joined: Fri Nov 29, 2002 8:00 am

Re: optimizing

Post by spookmineer »

Seriously, if Noruen is correct about this, he should be a veteran.
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Hipshot
Posts: 1548
Joined: Sun Jan 20, 2002 8:00 am

Re: optimizing

Post by Hipshot »

You should NOT make your terrain structural, you should instead place simple caulk brushes inside of them.
And well, patches can't be structural anyway...
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
spookmineer
Posts: 506
Joined: Fri Nov 29, 2002 8:00 am

Re: optimizing

Post by spookmineer »

Oh darn...

Well Hipshot already got over 1000 posts so... he's a veteran I guess.

And if not, if Hipshot is correct about this, he should be veteran instead.


I should explain this: it's getting close to Queen's day so there is a need to hand out some ribbons.
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: optimizing

Post by Bliccer »

Here is a collboration map. In the editor it should look like this. In our case it was a model, but you should "detail" all your terrain triangles and have structural walls behind.
block_2.jpg
block_1.jpg
@spook: I'm veteran so I must be correct.
spookmineer
Posts: 506
Joined: Fri Nov 29, 2002 8:00 am

Re: optimizing

Post by spookmineer »

Bliccer wrote:@spook: I'm veteran so I must be correct.
I guess you are... but I got the numbers wrong :paranoid:

With 158 you're a veteran, then with 235 Noruen is... I dunno... obviously a mercenary... I never got the details about them posts and they're not important anyway.

Anyway, as long as defrag maps are concerned, you're some kind of master :D
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: optimizing

Post by obsidian »

You can't really hint "after-the-fact". It's something that you really should be planning while in the process of building the layout. Hints aren't magical brush hiding planes, they are confined by the rules of BSP. Hinting on terrain works no different than on a traditional corridor map, only the "hallways" are on a much larger scale.

Is there a skybox textured brush extending between the caulk walls and "ceiling" or is the sky just a large box? Skybox brushes can act as walls to a certain extent for hints and are required.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
^Ghost
Posts: 230
Joined: Tue Sep 08, 2009 3:35 am

Re: optimizing

Post by ^Ghost »

fixed.... fucking leak.
[url=https://github.com/Garux/netradiant-custom]NRC[/url]
[url=https://defrag.racing/]Defrag[/url]
[url=http://ws.q3df.org/]Q3 Map Archive[/url]
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