func wall Created 19 years ago2004-10-04 17:01:53 UTC by deluxDk deluxDk

Created 19 years ago2004-10-04 17:01:53 UTC by deluxDk deluxDk

Posted 19 years ago2004-10-04 17:01:53 UTC Post #64112
Hey..if u turn everyting inside the map 2 func wall the compile time is like non ! but is ther any reson not 2 do it...will the ligtning be difrent or will the fps go 2 hell?!
Posted 19 years ago2004-10-04 18:19:48 UTC Post #64118
your epoly count will be very different and your map will probably lag like crazy, where your wpoly count will be better, but this wont stop the lag
Posted 19 years ago2004-10-05 02:46:19 UTC Post #64162
Your wpoly count will be far worse as all of your map will be drawn the whole time.

The lighting will also be poorer, as RAD will have no visibility data to use.

Compiling takes time. Get a better PC or be patient.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-10-05 07:52:33 UTC Post #64187
ok i was wrong about the wpoly count, but correct if i'm wrong but the epoly count will make the map lag like crazy, considering all the brushes will be entity brushes not world brushes. i am right?
Posted 19 years ago2004-10-05 07:59:30 UTC Post #64192
Posted 19 years ago2004-10-05 09:51:48 UTC Post #64200
epoly is for models, wpoly isa for any form of solid brush
Posted 19 years ago2004-10-05 10:59:50 UTC Post #64208
Sometimes from a distance in large maps I get the message:
Short 123 brushes or something like that, It gives my maps
a very short viewing distance which sucks....
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2004-10-05 12:42:42 UTC Post #64230
'Epoly' stands for entity polygons, but doesn't mean brush entities :)

Epolies are just models, as fizscy summarised.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-10-05 16:15:38 UTC Post #64260
If I'm wrong, I stand corrected, but don't point entities add 1 (Or 6) to the epoly count?
Posted 19 years ago2004-10-05 16:24:38 UTC Post #64261
Entities as they are dont do shit to the epoly, only models (which are point entities..nevermind).
Posted 19 years ago2004-10-05 16:24:46 UTC Post #64262
w_poly's = any geometry polygon, both from 'solid brushes' and 'brush-based entities'.

e_poly's = any model polygon

So you're being corrected... ;)

You may have noticed sprites aren't covered in the r_speed display. In fact, r_speeds gives only little information as there's much more that affects performance. Rendering polygons does take up most of the time though, so in most cases it's your main concern.
Posted 19 years ago2004-10-06 07:35:02 UTC Post #64364
ummm... can anybody tell me how i can solve my problem??
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 19 years ago2004-10-06 07:49:09 UTC Post #64382
Yes, sorry, didn't see it before.
Short 123 brushes
This is because you are using Software-mode rendering, which can only render up to about 800 wpolies. Switch to OpenGL if you can (almost all graphics cards nowaday are capable of doing so, and most people run in this), if not, make simpler maps or just put up with it.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2004-10-06 08:13:10 UTC Post #64398
func_wall is there for a few reasons:

to prevent vis cutting.

to fix strange shadows when using a solid brush as a light fixing.

to keep complicated world structures from casuing odd shadows and causing strange cuts into teh brushes it touches.

now point 3 is essentially the same as points 1 and 2, but hey; f**k it.
Posted 19 years ago2004-10-06 09:04:35 UTC Post #64412
dont forget that func_wall can toggle between textures aswell as have a specified render mode.
Posted 19 years ago2004-10-06 09:33:52 UTC Post #64424
well, if we're going to mention random entities! don't forget that an env_zombieloffe can give the same effect as an env_chaos and func_turmoil combined!!

:D ;) :P
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