detailing. Created 17 years ago2006-08-05 20:13:46 UTC by Tosse Tosse

Created 17 years ago2006-08-05 20:13:46 UTC by Tosse Tosse

Posted 17 years ago2006-08-05 20:13:46 UTC Post #192617
If i put lots of deatail in a room, that wouldn't have any effect on a room in another place in the map (as long as you can't see in to the other room) right?
Posted 17 years ago2006-08-05 20:18:58 UTC Post #192619
as long as you place hint/skip brushes i spose...although remember if its a multiplayer map the whole map is rendered at the same time.
but if singleplayer, you can use the hint brushes i'm pretty sure.
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2006-08-05 20:21:43 UTC Post #192620
Are you sure that the whole map is rendered at the same time? I've heard people say different, otherwise multyplayer maps would lag all time (the maps that does lag) and not just in some places?

EDIT: And why should the engine render the maps differently because it's multyplayer? Hmm... well maybe it does.
Posted 17 years ago2006-08-05 20:38:38 UTC Post #192621
it should act just the same in multiplayer, I've played 1.6 plenty of times and I can sometimes run out from a corner and crates and other objects won't be there and then they just pop up.
Posted 17 years ago2006-08-05 20:42:58 UTC Post #192622
Great, im trying to make a lots of detail but still very playable HLDM map, and you all know how good i am at finishing maps ;P But the final version of banko_arena is done, just needs some minor adjusting though... Just needed to know this for my latest project, i might just finish it... I like where it's heading, like i did with banko_arena so it's looking good. :biggrin:
Posted 17 years ago2006-08-05 20:44:00 UTC Post #192623
Just run the map in singleplayer, use the "gl_wireframe 2" command to see exactly what is seen and rendered by the engine.
Multiplayer doesn?t affect leaf-threading, obviously.
Posted 17 years ago2006-08-05 20:49:12 UTC Post #192624
That gl_wireframe" command never works for me, ah well. I'll just see if it lags when i test it a bit more, it's just two rooms and 2 corridors at the moment, so i can't tell if it lags yet...
Posted 17 years ago2006-08-05 22:37:26 UTC Post #192626
although remember if its a multiplayer map the whole map is rendered at the same time.
That's totally untrue afaik. If it were, Some of the old gigantic DM maps would be simply unplayable if everything were rendered at the same time ;)
gl_wireframe command neve works for me
Make sure you have the -dev switch running in steam/properties/launch options.

Or, just type developer 1 in the console, and it should work ;)
Posted 17 years ago2006-08-05 23:30:15 UTC Post #192633
And thanks :) And btw, I don't use steam. As I said many times before (although i don't see why you should remember it) I only play the LAN version of HL and i only play at school with my friends.

But that trick when you func_wall stuff in order so lower the r_speeds, does it really work and can I over do it? I've never made a map this size before you know, and if the rooms with loads of detail ain't connected in such a way that you can see all the rooms (or 2 - 3) from one of them, i don't need to use the hint brushes then? (If the rooms AIN'T connected in such a way)

thanks everyone, you've been to great help :) All the HLDM maps are so small these days, so i thought the r_speeds might be the reason... But i was wrong :)
Posted 17 years ago2006-08-06 01:11:51 UTC Post #192645
The GL commands only work in openGL graphics mode, it has no connection to steam/won what so ever.
Posted 17 years ago2006-08-06 18:20:19 UTC Post #192700
Tosse: You can do the wireframe thingie in WON to, just right-click on the shortcut for HL and add -dev after "hl.exe". As long as you're running opengl under your video settings, then it should work fine.

Func_walling doesn't decrease r_speeds, it increases them, becuase bruhsh-based entities are rendered pretty much all the time, no matter where you are on the map.

Func_walling stuff is good for eliminating face-splitting in places like wall trim, and also func_walling any really complex objects is good, because it gives VIS compile time a big break.

Scaling your textures up will make a huge impact towards lowering your wpolys, but done too much, it will make your map/lightmaps look like shit. Make sure you don't have any big area textures scaled to something like .32, or else it will literally rape your wpolys! (and your VIS compile time)

I wouldn't waste your time on Hints... I know very few people that can use them effectively. If you want, put your map up, and we can properly give you advice on VIS-blocking and what-not.

Once you get "gl_wireframe 2" thing to work, you'll be able to see what the engine "sees" and where your trouble spots are--where the engine is rendering things to early or all the time, for no good reason.
Posted 17 years ago2006-08-06 21:39:08 UTC Post #192720
Thanks bob!
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