Models or Func_Walls?


05-06-2003, 10:42 AM
If I did read well the bunch of docs I have, func_wall entities will not add r_speeds :rolleyes: and will not break solids...

-Should I convert in my map all detail bits (trees, tables, chairs...) into func_wall entities?

-Any big diference using Models vs Entities? (If I use models I will also have to add a func_wall entitie or my model will be phantom...)

PD: My other question the other day was Models vs Prefabs, not vs Entities, although it might be the same answers...

Oh, and my map is at www.sicotropo.com

PPDD: Anyone has ever downloaded my map??? :D

Kamikazi!
05-06-2003, 10:47 AM
They do not add to r_speeds if you make them invisible

Rendermode: Additive
Render amount: 0

This is used for clipping env_model so bullets will not pass through. Func_walls that are visible will add to wpoly.

05-06-2003, 10:58 AM
so, to clarify myself:

1.- Models will not add r_speeds?

2.- Invisible entities will not add r_speeds?

3.- Entities will not break solids (increasing even more r_speeds)?

4.- Should I convert my bits into func_walls?

5.- Should I use models everywhere it can be done?

Kamikazi!
05-06-2003, 11:43 AM
Originally posted by AMpos
so, to clarify myself:

1.- Models will not add r_speeds?

2.- Invisible entities will not add r_speeds?

3.- Entities will not break solids (increasing even more r_speeds)?

4.- Should I convert my bits into func_walls?

5.- Should I use models everywhere it can be done?

1. Models add to r_speeds, in the epoly section. HL can handle epoly better than wpoly so for prefabs and whatnot use models clipped off with invisible func walls.

2. Correct.

3. Correct.

4. Depends, there is a limit on the amount of entities per a map, so if you don't have to make it a func_wall, don't.

5. Just make sure you don't get carried away and get your epoly up so high the map lags. If you go in spectator mode on a lan game by yourself, you wanna keep your epoly around 5,000 or under. Why you need to use spectator by yourself is because the v_models and player models add to epoly. If you go by yourself in spectator the only epoly being drawn is from the map.

tommy14
05-06-2003, 03:43 PM
invisible entities are a bit complicated than just yes or no. cases:

- trigger hurt with AAAtrigger texture - no lag, no wpolys, a natually invisible entity brush.

- a button with {invisible or {blue texture, you can make it invisible. you will still get lag effect on fps - because it is rendering as a see-thru texture that takes an extra video rendering pass.

- a regular non-entity brush with CLIP texture = no wpolys, no lag - it only affects the HULL for movement and is removed then.

- a func wall with 4 sides NULL and 2 sides regular seen texture. you get only the wpolys from 2 sides seeable, 0 from the NULL sides since they are removed.

- a pendulum swingin roper with {invisible or {blue texture. like the button, it will affect lag as a see-thru, but WORSE than that is it is a MOVING entity = source of net lag to snych with all the CPUs.

as you can see it cannot all be packeaged into one y/n answer.


http://www.slackiller.com/tommy14/rspeeds.htm

NC17
05-06-2003, 06:39 PM
Originally posted by Kamikazi!
1. Models add to r_speeds, in the epoly section. HL can handle epoly better than wpoly so for prefabs and whatnot use models clipped off with invisible func walls.

2. Correct.

3. Correct.

4. Depends, there is a limit on the amount of entities per a map, so if you don't have to make it a func_wall, don't.

5. Just make sure you don't get carried away and get your epoly up so high the map lags. If you go in spectator mode on a lan game by yourself, you wanna keep your epoly around 5,000 or under. Why you need to use spectator by yourself is because the v_models and player models add to epoly. If you go by yourself in spectator the only epoly being drawn is from the map.

Yo kami what is the base epoly limit now a days?

I know the acceptable wpoly limit has been pushed to 800 and even 1000 in some cases

dod_forest (great map) has epolys that reach over 10000 (Not including player or weapon models) in some areas where the wpolys are well over 700

Kamikazi!
05-06-2003, 06:42 PM
Well I guess there is no set limit atm. I mean charlie breaks all the rules so I guess it is the exception. I would suggest no more than 8,000 epoly for prefab models alone. But of course you can go over and do whatever.

tommy14
05-07-2003, 01:19 AM
these were the old limits:

100 wpoly + [x100] 10,000 epolys
200 wpoly + [ x45 ] 9000 epolys
300 wpolys + [ x25 ] 7500 epolys
400 wpolys + [ x15 ] 6000 epolys
500 wpolys + [ x10 ] 5000 epolys
600 wpolys + [ x8 ] 4800 epolys
700 wpolys + [ x6 ] 4200 epolys
800 wpolys + [ x4 ] 3200 epolys <-software mode max
900 wpolys + [ x2 ] 1800 epolys

so the lower your wpolys the more epolys you could stand.

of course remember to save about 2000 epolys for you and your gun models, and for other players.

NC17
05-07-2003, 08:14 AM
Originally posted by tommy14
these were the old limits:

100 wpoly + [x100] 10,000 epolys
200 wpoly + [ x45 ] 9000 epolys
300 wpolys + [ x25 ] 7500 epolys
400 wpolys + [ x15 ] 6000 epolys
500 wpolys + [ x10 ] 5000 epolys
600 wpolys + [ x8 ] 4800 epolys
700 wpolys + [ x6 ] 4200 epolys
800 wpolys + [ x4 ] 3200 epolys <-software mode max
900 wpolys + [ x2 ] 1800 epolys

so the lower your wpolys the more epolys you could stand.

of course remember to save about 2000 epolys for you and your gun models, and for other players.

Yea well i guess the old limits no longer apply

I am using dod_forest's epoly speeds as a reference because in the main area of the map the r_speeds are around 650wpoly and 8000epoly and when i play dod_forest i dont experience any preformance hit

05-07-2003, 09:51 PM
I don't like these "new limits" very much. I'm still using the same computer I was under the "old limits" and now Charlie and others(in some spots) are nearly unplayable. We all managed to make every type of map under the old limits, and unless the map is doing something new and unprecedented, it should remain within the old limits.

Sure, even then there were computers and connections that could handle more, but the requirements were aimed to include everyone, not just the latest and greatest. That is the whole spirit of customizing and moding and otherwise outdated, but classic game. In my opinion, any map which breaks the old limits without an obvious reason is just poorly mapped.

Gorbachev
05-08-2003, 01:03 AM
even using newer computers the limits are still iffy...it's all on the old engine, which limits it more. I see maps too often that have outrageous r_speeds for no real reason, it seems that having a better computer gives some people an excuse to map very poorly...so in that respect mappers should have P.O.S. PCs to teach 'em how to map efficiently :p

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