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There i fixed it!

Maps and the process of creating them

There i fixed it!

Postby Le another black niger » Apr 19th, '12, 8:59 am

added hints
removed clusterportals (they are for bots)
threw some roofs to detail
compiled -vis
no caulk, no models (wont be decompiled)

profit!
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Re: There i fixed it!

Postby TittenIgnition » Apr 19th, '12, 3:23 pm

Melanous wrote:no caulk, no models (wont be decompiled)

???
wtf i have a signature?
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Re: There i fixed it!

Postby <)Ghost(> » Apr 19th, '12, 4:50 pm

everything u detailed, u didnt caulk.. u sacrificed better fps for a faster compile.

im not saying its not an improvement on the fps, i now get solid 125 fps. compared to 60-75
and if ur going to make a legitimate 'fix' at least re-do the lighting and the models.
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Re: There i fixed it!

Postby Le another black niger » Apr 26th, '12, 9:25 am

<)Ghost(> wrote:everything u detailed, u didnt caulk.. u sacrificed better fps for a faster compile.

well, i didn't know that issue. thanks
now i'v made test map and got, that engine hides pretty much even with detail brushes
also Shio mentioned too complicated vis data as performance killer :o
in the case of r7-jundo2 you actually cant compile vis for full structural map due to max visibility error :mrgreen:

this fix is made to allow comfortable playing online; also i wanted to learn hints
not much interested in the map, but can complete legit fix, if rust7 will provide source .map
it would be interesting to check if my calculations about performance work
the biggest portion of polygons is brought by models
there are about 200k triangles on screen, seen from start of original map;
24k without models and vis; 9k after optimization
so, i guess, there will be about 75k triangles with models and vis
trembling 125 fps starts for me approximately with 100k, has to work

actually interesting thing is that Ghost's pc is like 10x powerful, than my one, and we both have 70 fps
GHz count is not tight link, obsolete engine is the one
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