high r_speeds from weird vising. Created 17 years ago2007-05-04 18:57:49 UTC by Clerlic Clerlic

Created 17 years ago2007-05-04 18:57:49 UTC by Clerlic Clerlic

Posted 17 years ago2007-05-04 18:57:49 UTC Post #221010
Hey, i've been making this map for past few weeks, but now i have a weird problem, for some reason i see a bunch of objects through the floor, even that it's a normal brush. That really bumps up my r_speeds and i'd like to ask if you know something about that?
Here's a screenshot http://www.clerlic.net/dj.jpg
Posted 17 years ago2007-05-04 19:22:59 UTC Post #221012
404 NOT FOUND!!11~`
Posted 17 years ago2007-05-04 19:23:25 UTC Post #221013
404'd.
Posted 17 years ago2007-05-05 03:37:23 UTC Post #221036
fk! it was http://www.clerlic.net/dj.JPG ... :D

Anyways i used gl_wireframe 2 on this one to see every poly being rendered, and for some reason it's rendering polys on the bottom level.
Posted 17 years ago2007-05-05 04:30:48 UTC Post #221041
Err... It's obviously because you didn't block the view of that area well enough. By the way, nice looking map.
Posted 17 years ago2007-05-05 04:42:37 UTC Post #221042
thanks man, i've put a few hint brushes in some places, i'll try to compile it now.
Posted 17 years ago2007-05-05 04:48:34 UTC Post #221043
It's going to be hard if what you have there in the picture is a central vertical space. Too many portals would be connected in that case.

A useful tip would be to be more carefull when making brushes into func_walls, since ALL of the entity will be seen by the engine once it has seen at least something. For example, if you selected every leg make of every table and made one func_wall out of that, if only one of those legs was visible, the engine would automatically render the rest (it interprets the whole func_wall should be visible)
Posted 17 years ago2007-05-05 05:10:00 UTC Post #221047
Oh shit, i suspected that, it gave me a "too many brush entities" error a while ago so i just took all the func_wall entities on the bottom floor and made them one... Shouldn't have done that i guess :( But i don't it how it sees them when there are 2 huge brushes in between.
Posted 17 years ago2007-05-05 08:47:49 UTC Post #221055
Make sure you run at least normal vis, rather than compiling with fast vis.
Posted 17 years ago2007-05-05 09:36:45 UTC Post #221057
I ran it twice with normal and full vis because i thought it was ready.

Damnit, after making smaller clusters of func_walls instead of one huge one, i get that too many objects error :(

Host_Error: PF_precache_model_I: Model 'sprites/pistol_smoke1.spr' failed to precache because the item count is over the 512 limit.
Reduce the number of brush models and/or regular models in the map to correct this.

I think i'll just have to group objects around other places then.
Posted 17 years ago2007-05-05 11:54:45 UTC Post #221061
Wohoo, it works much better now! There's still 1100 r_speeds at one point, but my school computers can handle that. It's a map of my school btw. :P Here's a link if somebody's interested http://www.clerlic.net/de_juhannuskukkula.bsp
Posted 17 years ago2007-05-05 15:12:25 UTC Post #221081
Put that in the Map Vault dude, it's pretty decent. We need moar school maps in these hard times we live in. :D
Posted 17 years ago2007-05-06 13:20:07 UTC Post #221147
I don't think the map vault accepts file sizes that big...
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