Polygon Counts in HL2 Created 14 years ago2009-07-10 21:51:27 UTC by Niteme Niteme

Created 14 years ago2009-07-10 21:51:27 UTC by Niteme Niteme

Posted 14 years ago2009-07-11 00:21:49 UTC Post #269902
So I've done some searching and I'm sure there is an answer out there on the net. So forgive me for me crappy wifi that is held together with two wires and alligator clips, I can rarely browse the web and I was very lucky to be able to download the MS .net frameworks in 5 hours.

I use to make maps for CS 1.6 so I am familiar with hammer and editing. In the Half Life 1 engine I use to be able to type 'r_speeds' and 'wire_frame' (last one I think that is what it was. To be able to see while running around my map how my budget was doing.

How do I do these simple tasks?

-See in realtime the polygon counts anywhere in my map.
-See how VIS broke up my maps blocks.

Thank you all for your (only) helpful replies.
Posted 14 years ago2009-07-11 07:56:28 UTC Post #269910
gl_wireframe 2 should show how VIS is breaking up the map. I beleive wireframe 1 is all blocks the player can see, and wireframe 3 is the entire map.
I'm not sure about polygon counts, however.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-07-19 16:30:43 UTC Post #270531
Yeah, those are HL1 engine commands. How am I to stay on budget in HL2 if I cannot see my realtime counts that VIS renders out?

Anyone? How do I do these simple tasks in HALF LIFE 2?

-See in realtime the polygon counts anywhere in my map.
-See how VIS broke up my maps blocks.
Posted 14 years ago2009-07-19 16:47:36 UTC Post #270533
mat_wireframe 1 is the command you're looking for. I don't know if there's a way to read world poly counts in Source, though.

I wouldn't worry about the Source budget, though. With massive maps like de_wanda, it should be safely assumed that nobody will hit the cap any time soon.
Posted 14 years ago2009-07-19 16:55:18 UTC Post #270534
Try net_graph <1> <2> <3> <4>
The Mad Carrot The Mad CarrotMad Carrot
Posted 14 years ago2009-07-20 02:42:45 UTC Post #270555
Rock on World Crafter! Now I get to run through Most of the HL2 world again and see it with new eyes. A helpful thing I had done in HL, before I started making maps for the game. I also spent most of my days helping out other people with their maps. Most of the time it would be a too high of a polygon count. Like 3,000 world polygons at once in HL1 not to mention the effect polys, OUCH! So this was something I take pride in knowing, as it was something I learned in Animation class. It seems like someone that doesn't really care enough to know such things, like working with a budget, can throw a map together and it will probably run smoothly. Makes me sick, like someone get a few million hits on a stupid video at youtube.

If I figure out more about HL2 Engine and how much it can handle maybe I'll make a much needed tutorial about it.

Thank you too, The Mighty Atom! You were close but I like to see how VIS works when I am running through my map and test maps.

I think there is a new map for the mod Age of Chivalry and there is a windmill it started to lag even me there... and I am running a 3.33ghx dual core with a 9800 GTX (not the plus) a TB HD on 4 GIGs of ram...my machine books! So I'll have to try to find it again and seek out those laggy spots and see what I might not want to do in the map using - mat_wireframe.

:) Thanks n' peace
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