need help with poly counts


undertaker2040
02-05-2005, 07:41 PM
okay,hi guys...

i need some help.okay ive attached my rmf and log file of a map ive made...

lots of ppl have said that my map lags due to high poly count.now,its an open map(i wanted it this way)and i have to admit,it does chop the old fps up a bit.i havent used null because last time i used null on a map,it made it virtually pitch black.so could someone plz have a look and advise me wot to do?i really would appreciate it.

many thanks:)

haircut
02-06-2005, 05:55 AM
[QUOTE]
fast vis [ off ] [ off ]
full vis [ off ] [ off ]QUOTE]

Try using FULL Vis and then see.

EDIT: Looking at the layout I don't think FULL vis will help that much the map is very open. You get the idea now that HL never liked open maps. By the way, what wads did you use?

Watchtower
02-06-2005, 06:43 AM
id strongly suggest doing a full compile with vis and rad before worrying about r_speeds since any other way produces quite different results.

Craftos
02-06-2005, 02:36 PM
Use full VIS always, it will save you many trouble testing and also hugely speed up RAD part.
Non-full VIS is good only for checking how faces are split up, but such map works very bad even of fast computers.

travis
02-06-2005, 05:08 PM
from looking at it i think you need to optomise some of those brushes, which reduces polly count greatly, extra strain on vis can be reduced ;)

undertaker2040
02-07-2005, 10:19 AM
thanks for looking at this one for me....

ive tried a different route in the way i made everything on the map null...then retextured the faces that will only be visible to the player....as you can guess that took me a long time...im just compiling the map right now so im gonna test the version ive just done and compare r_speeds and fps to the version you have seen...many thanks again and i will let you know how it turns out.:) :D

undertaker2040
02-08-2005, 01:49 PM
okay,ive tried to fix my map up but the best i can do is raise it by 5 fps...the r_speeds are horrendous in certain areas.

so i have one more idea.at the moment the mvd is set to 10000,and i do know this will be a hell of a lot for the hl engine to render at once.i was thinking of reseting it to 4096 and making the map "foggy".Thing is,how do i make fog in the map?what entity do i use?if at all?ive seen this effect in the trenches and it works quite well...so if anyone can help with this that would be sweet...many thanks for all your help guys:) :D

Epinephrine
02-08-2005, 02:19 PM
IIRC, you can't make a map foggy per se. I believe only OGL supports the fog, you can set it to reset the player's settings to put fog in, but this won't affect anyone running off direct3d or with particlefx off.

Haven't looked at it, but if it's open it will be hard to get running well - I have maps that I gave up on because I just couldn't get the speed down on them in parts (top of a hill that can see toward both spawns).

undertaker2040
02-08-2005, 08:06 PM
its okay now.ive gave up on this map...i cant get it above 30 fps so it is gone.i wanna thank every1 that looked at my rmf and gave advice...:)

Gorbachev
02-09-2005, 12:20 AM
Making the Max View Distance shorter doesn't hide the actual rendering of the polies, it just doesn't show them to you. So they're still being drawn and it just looks like garbage. Leave it at 10,000.

undertaker2040
02-09-2005, 04:45 PM
thanks gorbachev....but i deleted it last night...but i will ask one final question.how the hell do make a map like,lets say...avalance...without it lagging.that map is so full of brushes and hundreds of faces...how have they done this and kept r_speeds down?it baffles me.my smallport map only took half an hour to compile but lagged like a *******.

no matter what i did(null,sky texture trick,func_walls to stop splitting..not vis)the r_speeds where horrendous and leaping into the 1400 epoly figures.it just baffles me...ne way thanks again:D

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