r_speeds - epoly count Created 15 years ago2009-07-14 08:41:23 UTC by Adevade Adevade

Created 15 years ago2009-07-14 08:41:23 UTC by Adevade Adevade

Posted 15 years ago2009-07-14 08:41:23 UTC Post #270095
Hi!
I have a problem with my r_speeds. The epoly count never drops below 2000. The most constant number is 2004. Even if I just make a small box with one info_player_start and one light in it, it wont drop.

The mod I'm mapping for is TS (The Specialists) for HL1.
Posted 15 years ago2009-07-14 09:04:54 UTC Post #270098
Epoly is not that important, ~2000 is a normal value in TS. In cs it will be around ~1000. A standard word without anything is around 2000 epolys. Ad a light and a info_player_start and it will rise up. There both entitys.

Wpoly is brush based, epoly is entity based
Posted 15 years ago2009-07-14 09:23:21 UTC Post #270099
Oh, I see. Thank you! :)

What texture should I use when I'm working with the map, if I don't want to start texturing yet. I've read something about NULL-texture. What is that?
Posted 15 years ago2009-07-14 09:33:43 UTC Post #270100
The null texture will make the engine not render whichever faces are textured in it. This is very useful for optimisation. The player should never be able to see a null'd face. If they do, the result could create a time paradox, the result of which could cause a chain reaction that would unravel the very fabric of the space-time continuum and destroy the entire universe! Granted, that's a worst-case scenario. The destruction might in fact be very localized, limited to merely our own galaxy.

Nulling Part 1
Nulling Part 2
Archie ArchieGoodbye Moonmen
Posted 15 years ago2009-07-14 09:38:17 UTC Post #270101
'Bevel' also causes the face to not be textured, and decreases clipnodes.
(Apparently)
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-07-14 09:38:42 UTC Post #270102
I think you should use the BEVEL texture instead of NULL.

BEVEL acts like a NULL texture, although it also doesn't expand when generating clip hulls. Useful when you need to fix any stickiness/invisible barriers on corners, or when your map is reaching its clipnode limits; Best results when used with the "-cliptype precise" command for CSG.

From the Wiki.
Posted 15 years ago2009-07-14 10:16:07 UTC Post #270106
Thanks for all the quick answers!!

I'm still new to mapping, and I must ask where I can find NULL or BEVEL textures. Can't find them in any .wad...
Posted 15 years ago2009-07-14 10:18:38 UTC Post #270107
Go here: http://twhl.co.za/forums.php?thread=16333

Download that. It includes a wad named zhlt.wad. It contains both the NULL and BEVEL textures.
Posted 15 years ago2009-07-14 10:30:08 UTC Post #270108
A simple rule to null, texture every face (with null) a player never could see ingame.
Posted 15 years ago2009-07-14 11:10:23 UTC Post #270111
Or bevel, depending on how accurate you want your clipping.
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-08-18 02:33:52 UTC Post #272139
A simple rule to null, texture every face (with null) a player never could see ingame.
Although it CAN cause problems, under certain circumstances!

While developing my canyon_redux map, I started having bad lagging problems which I finally traced back to a particular set of NULL surfaces. They couldn't be seen by the player, but they seemed to allow the engine to see out through the void and back into another section of the level. Whenever you were near that other section (which was, itself, rather complex) the game would lag horribly. I went through, grouping and turning off all sorts of details to no avail. Finally, I set those NULL textures back to standard wall textures, turned everything else back on, and it worked fine...

YMMV! :-)
Posted 15 years ago2009-08-19 08:14:53 UTC Post #272200
Never looked at it that way, darkphoenix.
Come to think of it, that's something to look out for. D:
Daubster DaubsterVault Dweller
Posted 15 years ago2009-08-19 17:58:41 UTC Post #272221
You bumped the hell out of the thread.
Still, handy info.
Jessie JessieTrans Rights <3
Posted 15 years ago2009-08-19 18:51:02 UTC Post #272224
Very good info darkphoenix
Posted 15 years ago2009-08-19 21:58:15 UTC Post #272226
I wish the mapping tips thread was open for stuff like this to be put in. :\
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