lukeskywalker1 Posted April 26, 2004 Share Posted April 26, 2004 Im making an FFA MP map, take a look, this screenshot shows the whole map (i used noclip) moved to a point where you could see the whole thing (look at my r_speed thing at the top) It looks good... considering I heard you were supposed to get about 25,000 in MP (or was it 2,500?!) But look at the FPS, its 15! Screenshot in game, 15 FPS, with r_speed at the top I think the problem is, no matter where i go, the game draws the whole map. I put in hint brushes and antiportals, still.. drew the whole thing. Take a look at the next to shots, the first one is the whole map in GTKs 2-D display. The next one, is just the structural in the 2-D display: GTK Whole Map, structural + detail GTK, Only Structural I think its not working because I have a lot of glass windows (because of this, I cant use areaportals) so... what can I do? I used to get about 50-60 FPS, but then I started adding more advanced details in.... and... of course it dropped. The average FPS is 25... Another thing might be, the sky im using has a cloudlayer, but before, even with the cloud layer, it still had 50-60 FPS. Graphics are on high, just low resolution. Another problem is, I think theres too many portals, take a look at my compilers log: BSP -vis -fast -light -fast 2.5.11 1 threads Q3Map - v1.0r © 1999 Id Software Inc. Q3Map (ydnar) - v2.5.11 GtkRadiant - v1.4.0 Dec 21 2003 20:42:58 A well-oiled toaster oven VFS Init: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/ --- BSP --- entering shaders/shaderlist.txt ***EDITED, I deleted the shader part*** Loading C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.map entering C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.map 0 areaportals Size: -2768, -3152, -176 to 2712, 2168, 1440 block size = { 1024 1024 1024 } 162 leafs filled writing C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.prt --- WriteSurfaceExtraFile --- Writing C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.srf Writing C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.bsp Storing lightgrid: 0 points Wrote 3.0 MB (3094540 bytes) 15 seconds elapsed 2.5.11 1 threads Q3Map - v1.0r © 1999 Id Software Inc. Q3Map (ydnar) - v2.5.11 GtkRadiant - v1.4.0 Dec 21 2003 20:42:58 A well-oiled toaster oven VFS Init: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/ --- Vis --- fastvis = true Loading C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.bsp Loading C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.prt 932 portalclusters 3220 numportals 2703 numfaces 6440 active portals 0 hint portals visdatasize:111848 --- BasePortalVis (6440) --- 0...1...2...3...4...5...6...7...8...9... (10) creating leaf vis... Total visible clusters: 613802 Average clusters visible: 658 Writing C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.bsp Storing lightgrid: 0 points Wrote 3.1 MB (3206388 bytes) 12 seconds elapsed 2.5.11 1 threads Q3Map - v1.0r © 1999 Id Software Inc. Q3Map (ydnar) - v2.5.11 GtkRadiant - v1.4.0 Dec 21 2003 20:42:58 A well-oiled toaster oven VFS Init: C:/Program Files/LucasArts/Star Wars Jedi Knight Jedi Academy/GameData/base/ --- Light --- Fast mode enabled entering shaders/shaderlist.txt ***Deleted Shaders*** Loading C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.bsp Loading C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.srf Loading C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.map entering C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.map --- SetupGrid --- Grid size = { 64, 64, 128 } 92794 grid points 37 point lights 33 spotlights 0 diffuse (area) lights 10 sun/sky lights 80 total lights 0 culled lights --- TraceGrid --- 0...1...2...3...4...5...6...7...8...9... (17) 86 x 83 x 13 = 92794 grid --- MapRawLightmap --- 0...1...2...3...4...5...6...7...8...9... (1) 325452 luxels 174752 luxels mapped 48483 luxels occluded 80 total lights 0 culled lights --- IlluminateRawLightmap --- 0...1...2...3...4...5...6...7...8...9... (26) 0 luxels illuminated --- IlluminateVertexes --- 0...1...2...3...4...5...6...7...8...9... (2) 24421 vertexes illuminated --- StoreSurfaceLightmaps --- 241008 luxels used 294912 luxels stored (81.72 percent efficiency) 388 identical surface lightmaps, using 11245 luxels 0 vertex forced surfaces 0 vertex approximated surfaces 18 BSP lightmaps 18 total lightmaps 84 unique lightmap/shader combinations Writing C:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\base\maps\ISF.bsp Storing lightgrid: 92794 points Wrote 4.1 MB (4324504 bytes) 68 seconds elapsed So, yeah... what do you think? How can I raise my FPS?! -luke Link to comment Share on other sites More sharing options...
GothiX Posted April 26, 2004 Share Posted April 26, 2004 Never use -fast in your VIS process. Link to comment Share on other sites More sharing options...
mslaf Posted April 26, 2004 Share Posted April 26, 2004 Maybe you should compile with full vis processing instead of -fast. What graphic card have you got? or try this thread: http://www.lucasforums.com/showthread.php?s=&threadid=127319 Link to comment Share on other sites More sharing options...
zag Posted April 27, 2004 Share Posted April 27, 2004 what does -fast do? its to do with lighting isnt it? what should i use instead? or not at all? Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted April 27, 2004 Author Share Posted April 27, 2004 How do I do full vis? like this -fullvis? or what? ill try to compile without -fast, and see what happens. And I checked that thread right before I made this one. When I compare this map, with ravens I use r_showtris 1, and part of the map is drawn, not all of it. But with mine... the WHOLE thing is. Ill try the compile, perhaps it will help. Link to comment Share on other sites More sharing options...
WadeV1589 Posted April 27, 2004 Share Posted April 27, 2004 bsp -meta vis light -fast -samples 3 -patchshadows or light -fast -super 2 -filter -patchshadows Link to comment Share on other sites More sharing options...
GothiX Posted April 27, 2004 Share Posted April 27, 2004 Might want to use -skyfix and -gamma, too. As well, why disable verbose mode? Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted April 27, 2004 Author Share Posted April 27, 2004 well... heres what I just did BSP -Vis -light -super2 Looong vis stage, no difference As well, why disable verbose mode? whats that? I think im going to throw in some hint brushes. Might help... I just dont want the portal count to go up too high (its already too high) EDIT: Added Hint, and my compile was BSP -vis -light -fast -patchshadows -super2 -filter -skyfix -gamma Long compile.... no change. Still draws the whole map. How do I block the vis....?! Link to comment Share on other sites More sharing options...
WadeV1589 Posted April 28, 2004 Share Posted April 28, 2004 Why would you need skyfix for JA? AFAIK it doesn't need it. As for why disable verbose mode...I was just stating the compile options, -v is optional; the stuff I said was essential. If your vis data is too big then you need to re-think your detail/structural setup. Do you have terrain in that map that has been left structural? Also on large maps, remember _blocksize. Hint brushes do NOT block vis....using hint is to create portals around structural brushes to try to create nodes with less in them. Hint is useless unless it has structural brushes to work around. It's like why bother having vis on a fully open space map, it will do nothing. What you need to do is make everything in this map area detail, then make the skybox structural and the walls of the building structural (along with the roof and floor). That will give you low vis data and something to work up from using hint brushes. Because you've got a building which is quite small and has tons of open windows effective hinting is going to be quite hard if you can't visualise how the portals are working and adapt to them. Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted April 28, 2004 Author Share Posted April 28, 2004 Ok, I made everything detail except the skybox, and the walls (the windows are structural too), like you said. Now I can add hint? I loaded up prtview, and it said "759 portals read in." so I assume that it means, there are 759 portals. So, I can add hint now? Link to comment Share on other sites More sharing options...
WadeV1589 Posted April 28, 2004 Share Posted April 28, 2004 Yes, just be sure you know how to add in hint! Link to comment Share on other sites More sharing options...
GothiX Posted April 28, 2004 Share Posted April 28, 2004 Structural windows is a bad idea. Link to comment Share on other sites More sharing options...
Codja X Posted April 28, 2004 Share Posted April 28, 2004 Originally posted by GothiX Structural windows is a bad idea. yes it is. (this post has been extensively edited as it's author is completely retarded and cannot read properly) Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted April 28, 2004 Author Share Posted April 28, 2004 hmmm... ok, no structural windows (i assumed, because it was part of the wall, that it should be structural) but ill change that. BTW, my Vis stage was like, super fast now, so im happy about that (thats without -fast) I read this tutorial on Hint Brushes so, Im hoping ill be ok... EDIT: I read that your supposed to cover hint brushes with system/skip first, then cover only one face of the brush with system/hint. So, does it matter which side has system/hint on it? Link to comment Share on other sites More sharing options...
WadeV1589 Posted April 28, 2004 Share Posted April 28, 2004 Yes, the face covered with hint will be the face that creates the portals. The skip faces will be treat like they aren't even there. Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted May 5, 2004 Author Share Posted May 5, 2004 Ok, that seems to have done the trick. I added hint the best I could, and it seems to have blocked some of the traingles from being drawn in r_showtris. Link to comment Share on other sites More sharing options...
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