Proper use of hint brushes?

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

Moderators: Nexuiz Moderators, Moderators

Postby tZork » Fri Nov 30, 2007 4:39 am

Preformane of the map is indeed hurt bu the design. You could try to make all those iregular shaped into detail brushes and then hide straight chaulk slabs inside them to create the vis blocking needed. Iregular chanped bruches like this generaly does not produce good vis data anyways. lower blocksize and hinting could help too.

Other then that its a interesting map, and the preformance are not bad enougth to give up i think.. it stays in the green most of the time (over 60 on normal.cfg with 10 bots) so a few of the right changed could bring it back. id recomend to model the rockes in blender or sutch insted if nexuiz dident have this iritating problem with autocliped models :|
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
tZork
tZite Admin
 
Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

Postby Clueless Newbie » Fri Nov 30, 2007 9:55 am

tZork wrote:Preformane of the map is indeed hurt bu the design. You could try to make all those iregular shaped into detail brushes and then hide straight chaulk slabs inside them to create the vis blocking needed. Iregular chanped bruches like this generaly does not produce good vis data anyways. lower blocksize and hinting could help too.

Ok. I'll give it a shot. Shouldn't be too much work either.
2 GHz Mac Pro
Mac OS X 10.6.2
nvidia GeForce 8800 GT
Clueless Newbie
Keyboard killer
 
Posts: 518
Joined: Wed Jan 03, 2007 1:01 pm

Postby Clueless Newbie » Sat Dec 01, 2007 9:49 pm

tZork wrote:Preformane of the map is indeed hurt bu the design. You could try to make all those iregular shaped into detail brushes and then hide straight chaulk slabs inside them to create the vis blocking needed.

Hey, that worked! 8)
I've changed pretty much everything but the base walls (and the level's outer shell) to detail brushes, made a chaulk wall, and added some more hinting. That bumped the minimum fps on the map from 33 to 48 (or thereabouts). I think that'll make the map playable for most - even in the worst parts of the map (and it should be easy to stay out of those areas once one figures out where they are).

Iregular chanped bruches like this generaly does not produce good vis data anyways. lower blocksize and hinting could help too.

Haven't tried the lower blocksize yet. Next build, maybe.
2 GHz Mac Pro
Mac OS X 10.6.2
nvidia GeForce 8800 GT
Clueless Newbie
Keyboard killer
 
Posts: 518
Joined: Wed Jan 03, 2007 1:01 pm

Postby tZork » Sat Dec 01, 2007 11:20 pm

Glad it worked =)

lower blocksize can do alot for preformance too, however it also adds alot to the comiletime (vis stage)
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
tZork
tZite Admin
 
Posts: 1337
Joined: Tue Feb 28, 2006 6:16 pm
Location: Halfway to somwhere else

Postby Clueless Newbie » Sun Dec 02, 2007 5:20 am

tZork wrote:Glad it worked =)

lower blocksize can do alot for preformance too, however it also adds alot to the comiletime (vis stage)

Is the blocksize set with the -subdivisions switch? (default = 8 )
2 GHz Mac Pro
Mac OS X 10.6.2
nvidia GeForce 8800 GT
Clueless Newbie
Keyboard killer
 
Posts: 518
Joined: Wed Jan 03, 2007 1:01 pm

Postby Strahlemann » Sun Dec 02, 2007 2:36 pm

to set the blocksize you need to add a key "_blocksize" to your worldspawn entity.

Code: Select all
_blocksize : q3map always splits the BSP tree along the planes X=_blocksize*n and Y=_blocksize*n. Default _blocksize value is 1024. Increase the blocksize using larger powers of 2 to reduce compile times on very large maps with a low structural brush density.
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
Strahlemann
Keyboard killer
 
Posts: 676
Joined: Wed Mar 01, 2006 12:11 am
Location: Ulm/Germany

Postby Clueless Newbie » Wed Dec 05, 2007 9:33 am

Strahlemann wrote:to set the blocksize you need to add a key "_blocksize" to your worldspawn entity.

I changed it to 512. That brought the worst framerate f the map up to the high fifties. Easily playable, IOW.

The vis phase had to compile overnight though.. ;)
2 GHz Mac Pro
Mac OS X 10.6.2
nvidia GeForce 8800 GT
Clueless Newbie
Keyboard killer
 
Posts: 518
Joined: Wed Jan 03, 2007 1:01 pm

Previous

Return to Nexuiz - Editing

Who is online

Users browsing this forum: No registered users and 1 guest

cron