Reducing wpollys Created 15 years ago2009-10-06 09:54:05 UTC by Skals Skals

Created 15 years ago2009-10-06 09:54:05 UTC by Skals Skals

Posted 15 years ago2009-10-06 09:54:55 UTC Post #274117
hello there twhlers!
Right now im making a hl1dm map, but im kinda having problems with wpolys.

What im after is trying to find out ways to lower them to get better r_speeds.

I already know a few methods:
1. i have func_walled all my little objects, pillars stair cases etc.
2. i've nulled every face you can't see in game.
3. i have added some hints (not too sure how to properly use them tho).

are there any other methods to lower my w_pollys? any suggestions? ty for reading.
Skals SkalsLevel Designer
Posted 15 years ago2009-10-06 11:06:43 UTC Post #274118
Increase the texture scale on large surfaces.
If you also have very small detail objects in your map, like small pipes, func_illusionary those. Don't overdo it though.

Note that incorrect useage of HINT brushes actually increase wpolies and thus r_speeds.
Posted 15 years ago2009-10-06 15:10:53 UTC Post #274129
What's your current wpolys?
Posted 15 years ago2009-10-06 15:15:32 UTC Post #274130
What kind of areas/objects are causing your trouble? Screenie us.
Daubster DaubsterVault Dweller
Posted 15 years ago2009-10-06 15:57:45 UTC Post #274134
lower the bsp node size to 128 (default 1024) and compile with full vis. You're compile time will be upped, but your map's organization will be tighter.

that's how I keep them down.

Kinda like this.
User posted image
the blue tinted areas are the nodes being drawn. This does not slice up your polies into tiles either. infact, they automatically dice up every 240 units unless the texture applied is scaled differently.

This greatly helps in those spots where there's a door or something that allows a small view into a new area. This is all noticeable if you use r_speeds and wireframe to check your map.
Rimrook RimrookSince 2003
Posted 15 years ago2009-10-06 16:08:34 UTC Post #274136
ZOMG that is awesome rim! (should be stickied!!!)

i can't believe i've never heard of that before... is the increased vis time dramatically horrible? how bout on a horribly optimized map, will you still see noticeable improovement?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-10-06 18:36:17 UTC Post #274137
Probably. Vis time will get a boost, this is a final compile thing anyway. Even on a optimized map, it might drop the count in some areas but not others. It's always variable anyway.

Try it, and POAST SCREENSHITS!

EDIT: also, lose the hint brushes if you do the above method. they do nothing.
Rimrook RimrookSince 2003
Posted 15 years ago2009-10-06 21:02:13 UTC Post #274141
You learn something new every day.

How do you even find out about these things?
Posted 15 years ago2009-10-06 21:55:48 UTC Post #274145
Read the HL source code every night before going to sleep.
Posted 15 years ago2009-10-07 23:19:58 UTC Post #274176
What would happen if it was set to one?
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 15 years ago2009-10-07 23:44:45 UTC Post #274177
The compile process would run for 6.66 years and then your computer would melt.
Posted 15 years ago2009-10-08 01:34:33 UTC Post #274178
But your map would be well optimised.
Jessie JessieTrans Rights <3
Posted 15 years ago2009-10-08 10:44:52 UTC Post #274181
But is it worth selling your map to Satan?
Posted 15 years ago2009-10-08 16:54:06 UTC Post #274184
... Yes.
Jessie JessieTrans Rights <3
Posted 15 years ago2009-10-08 18:32:40 UTC Post #274187
The minimum is 64. It takes a while to compile but works well.
Rimrook RimrookSince 2003
Posted 15 years ago2009-10-10 05:51:55 UTC Post #274240
heres my map:
User posted image
at worst cases it goes all the way up to 3000 wpolys. :(
i'll try rimrooks method now.

edit: er, i just set max node size to 128, put it on full vis and compiled using compilator. my map now has 200 more wpolys >.>
i can see the nois changes in gl_wireframe, but for some reason the wpolys just went up.
Skals SkalsLevel Designer
Posted 15 years ago2009-10-24 06:50:40 UTC Post #274772
Rimrook, i tried this method a few times. it doesnt reduce my pollys it just increases them. on 128 max node, i had 3100 wpolys in 1 place, on 64 i had 3200 in the same place.
Skals SkalsLevel Designer
Posted 15 years ago2009-10-24 07:22:41 UTC Post #274773
You should def. try experimenting with HINT brushes, the layout in the area you showed us should make them more-or-less effective.
Daubster DaubsterVault Dweller
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