DigitalVapor
02-25-2003, 05:49 PM
Ok I have finaly gotten my enormous Palace map built, and lit in a satisfactory manner but now the matter is framerate. My framerates are abysmal and I have a fairly high end system.
1.2 ghz AMD Duron.
384 MB Ram
Xtasy GeForce 4 MX 420 Graphics Card
Now before you start in about detail and structural brushes, and area portals allow me to explain the situation.
Due to the size and complexity of the map, The fact that it features both A VERY large Palace, and a VERY large surrounding courtyard with a moat so deap that if you swim to the bottom, you will drown just as you reach it. and the way the palace itself is designed, Structural brushes are an absolute NO NO for anything but the skybox. The map has been caulked as best as is possible. The reason I cant use structural brushes is because of the highly detailed way the map is built. Even with just making the main walls structural it creates enough splits in the map to make compiling nearly impossible, and on top of it the splits would be useless since even if I made use of structural brushes and area portals, the fact that the palace has many windows completely cancels them out.
So as thesituation stans now, I need to find a new method of preventing the engine from drawing things that cant be seen as of yet, WITHOUT causing too many splits.
I have already adjusted the BlockSize so there are no Default Splits running through any part of the map.
I am beginning to think that perhaps I should simply start making use of hint brushes to force more logical splits in the map, since the palace's design prohibits any of its walls or other parts being used to block vis. OH and BTW, For some reason, r_showtris is not working at all!
Would anyone like to help me do this? Make it a joint project even? If the map is properly optimized, It could make for a popular download. If your interested, let me know right here, and I will put together the neccesary items to send over. (ie MAP and BSP files, Texture and shader files (already in a pk3) And some basic info
1.2 ghz AMD Duron.
384 MB Ram
Xtasy GeForce 4 MX 420 Graphics Card
Now before you start in about detail and structural brushes, and area portals allow me to explain the situation.
Due to the size and complexity of the map, The fact that it features both A VERY large Palace, and a VERY large surrounding courtyard with a moat so deap that if you swim to the bottom, you will drown just as you reach it. and the way the palace itself is designed, Structural brushes are an absolute NO NO for anything but the skybox. The map has been caulked as best as is possible. The reason I cant use structural brushes is because of the highly detailed way the map is built. Even with just making the main walls structural it creates enough splits in the map to make compiling nearly impossible, and on top of it the splits would be useless since even if I made use of structural brushes and area portals, the fact that the palace has many windows completely cancels them out.
So as thesituation stans now, I need to find a new method of preventing the engine from drawing things that cant be seen as of yet, WITHOUT causing too many splits.
I have already adjusted the BlockSize so there are no Default Splits running through any part of the map.
I am beginning to think that perhaps I should simply start making use of hint brushes to force more logical splits in the map, since the palace's design prohibits any of its walls or other parts being used to block vis. OH and BTW, For some reason, r_showtris is not working at all!
Would anyone like to help me do this? Make it a joint project even? If the map is properly optimized, It could make for a popular download. If your interested, let me know right here, and I will put together the neccesary items to send over. (ie MAP and BSP files, Texture and shader files (already in a pk3) And some basic info