Takeoffyouhoser Posted August 22, 2002 Share Posted August 22, 2002 I am currently drawing out some plans for all the ideas I have outright, and then only making a map with whats on the paper as to speed this process up.... My dilemma I am coming across is that my map is F'n huge!! Not that this is bad thing, but, how will this affect framerates? I have all blocking structures drawn on paper, and even my bigger open areas aren't that big and open....but, Should I make 2 seperate maps or just make one big one? Link to comment Share on other sites More sharing options...
buckman Posted August 22, 2002 Share Posted August 22, 2002 i would make it all into 1 level, and cut back on the detail brushes. Link to comment Share on other sites More sharing options...
TheDeathBringer Posted August 23, 2002 Share Posted August 23, 2002 how big are you talking to be concerned with fps? damn it must be huge but um.. well i would make the huge map first and if thats not doing it cut it and just make to try your way though thats just a suggestion Link to comment Share on other sites More sharing options...
Slunker Posted August 23, 2002 Share Posted August 23, 2002 The size of a level will only affect fps if you do it wrong... or if you design it as all one room... It will affect compile times and load-times, but if you use area-portal brushes properly, the computer will only have to draw the room you're in (and bits of the next room) at any given point in time. This means that huge and tiny levels alike, when done properly, can have the same fps. -Slunker Link to comment Share on other sites More sharing options...
Takeoffyouhoser Posted August 23, 2002 Author Share Posted August 23, 2002 yeah slunker that is what I have figured.... Link to comment Share on other sites More sharing options...
MilesTeg Posted August 23, 2002 Share Posted August 23, 2002 I have a huge outdoor area in my level. So there are no closed rooms till you reach the facility. Any idea how I can improve framerates in the open area (most of it is generated with easygen!)? It´s a canyon level... Link to comment Share on other sites More sharing options...
Takeoffyouhoser Posted August 23, 2002 Author Share Posted August 23, 2002 good, another EAsygen user.... Hurray!! I have a few questions for you.... 1) did you get blended terrain working...? Ie.. Alphamaps.. 2) When you boxed your terrain, did your terrain appear black? If so, how'd you fix it? Also, About your question.... did you try using the terrain itself a blocker ? Also, how about trying an area portal Link to comment Share on other sites More sharing options...
MilesTeg Posted August 24, 2002 Share Posted August 24, 2002 1) did you get blended terrain working...? Ie.. Alphamaps.. I have deleted all the keys and just left "classname: func_group" because it didn´t compiled. So I didn´t have used Alphamaps yet. 2) When you boxed your terrain, did your terrain appear black? If so, how'd you fix it? I had no problems after deleting the other keys Link to comment Share on other sites More sharing options...
Emon Posted August 24, 2002 Share Posted August 24, 2002 1. Split the map up into multiple levels. It's SP, right? 2. DO NOT use all detail brushes. This is bad. VERY bad. VERY VERY VERY VERY VERY VERY VERY VERY bad. Did I say it was bad? Instead, follow logic. Make structures with struct brushes and details with detail brushes. Struct brushes should be the walls of a room, perhaps some brush pillars or something. Details should be stairs, trims, desks, uh, control panels, that sort of thing. Link to comment Share on other sites More sharing options...
RichDiesal Posted August 24, 2002 Share Posted August 24, 2002 Making a pillar into a detail brush won't do a bit of good except make your compile times longer unless it's a damn huge one. The main use for a structural brush in the middle of the room would be a large dividing wall... that might be helpful, but you would likely still need to hint it to make it all that useful. Maybe not tho. Would depend on the specific situation. Link to comment Share on other sites More sharing options...
SunBurN Posted August 24, 2002 Share Posted August 24, 2002 Question Rich, I don't know if you're familiar with my current map, but it has a large cave with a farily large entrance and two additional entrances. (you can see pics if you click on the link in my sig) So (if you've seen the cave in my pic) do you think I can make the cave walls structural and put hint brushes near the entrances? In other words, do you think it would be of any benefit at all to my map? SunBurN Link to comment Share on other sites More sharing options...
Emon Posted August 24, 2002 Share Posted August 24, 2002 Rich, detail brushes are ignored in the vis process, making stuff detail speeds compile. However, the downside is that things are rendered through them. Bad for walls of a room. Link to comment Share on other sites More sharing options...
Takeoffyouhoser Posted August 24, 2002 Author Share Posted August 24, 2002 I was thinking along the same lines from the get go Emon. I have planned to break it up into 2 levels when I decided a tram would be used in the game. I can split it up into 1st map... Outdoor terrain level 1 and 2 of south base central core Tram and level 2 Command Center Living qtrs Hangar labs Microbrewery warehouse Underground springs Link to comment Share on other sites More sharing options...
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