Discussion in 'Mapping' started by Grantrithor, May 2, 2010.
I left for 2 hours and came back and it was still fricken calculating.
So use more visclusters, that's what they're for, to speed vis up.
I can compile king on an AMD 4200+ in 20 minutes so any problems you have with your map is your fault.
k, I just don't want to make fps lag go over nine thousand, but I have far z clip plane + fog to do that cheaply.
Visclusters boosts FPS and increasing fps to 9000 is a good thing.
oops lol I mean it goes under -9000. And yeah I forgot they boost fps, but there will still be renderage around my map.
viscluster add nothing to fps, they are only for vis-calculations and get discarded after the vis-compile
also the 1024 visleaves will be created no matter what (even if they aint shown in the hammer-preview)
Their creation isn't my problem, their calculations is my problem. I just set down a viscluster and the vis calculations went in 12 seconds, woot woot. but I think I will have to make my walls to create visleaves, to optimize my map more. I meant the fps part because I don't want the whole map rendered while someone is behind the walls.
with your setup i see little chance for that :D
its still in the beta stage man.
well i only judge from pix i see - cant tell whats in your head
Um I don't think I might be able to show you a hard copy of whats in my head so I'll just give you this concept art.
edit: The hammer screenshot is low res, you have to see it from a ground perspective, which is still in beta stage, I still have orange textures around the place.
Heres some screenshots of first person perspective flasche.
I hate that water texture though, it fades out too closely, I need one that is transparent but you can always see it.
Rest of photos:
I'm still working on this - some displacements have some hard edges and deep drops so I'm going to work on that. The fortifications around the NF flags(will put on BE later and will texture it) are engineer buildable brushes. Plus I just restarted development probably on sunday so thats why it doesn't look like i've been spending time on it since last update. this is far from final, the no-mans land will have a huge difference when i'm ready to release it for testing/servers(if I do) but any constructive critisism or suggestions will be nice.
It's starting to resemble something at least playable, but it still seems a pretty retarded concept. If you're finally getting the hang of mapping, I suggest making a real map.
That map constitutes as a giant tank battling area in the middle. Once a team wins, they'll push into the enemy main and it will be over. If shit gets walled up, then it's an arty fest. Shit for infantry, no cover, no way of adding cover without it looking stupid or "set up" as an arena.
Like I said, use your new skills to make a proper map, not a field.
To a degree, although a proper vis compile should generate clusters itself, the cluster entity is mostly good for saving compile time by giving the compiler a few hints.
Leastways that's what I always understood.
They serve a quite important function in maps that aren't entirely unoptimisable by design.
I thought you meant vvis compiling, sorry (I'm not completely up to date on all the mapping words and info)
Either way there's no downside to proper optimisation.
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