Problems with skins and models


OZZMAN
05-18-2006, 02:43 PM
I've installed some skins like player skins, weapons, changed the sound etc....But when I start the game, in some parts it runs normal, and other parts (almost all) extremely slow!!! impossible to play.

I've tried to remove the HIGH skins, and let the LOW skins...but the problem continues....

Can I solve this problem ??? or i'll need to remove the skins ??? :( :(

MY PC:
Athlon 64 3200+
MSI GeFORCE 6600GT
1gb DDR400


***EDIT***: I forgot to say that im using WILE E COYOTE player skins..and sometimes, the skin stays transparent....But this happens with other player skins too....

THX!

Strafe
05-24-2006, 04:19 PM
Are you using any bumpmaps? Like Wile E's sandbags and trees. This would cause lag in some portions of a map and not in others. Your system specs are pretty good, I doubt just player skins (even high res) would produce low fps.

Have you tried running net_graph 3 to track your fps and see when they drop? I'd start there.

OZZMAN
05-24-2006, 04:29 PM
I was using those BUMP MAP trees and sandbags....i've removed them...i think its better now....no lags.

thx for answering!!

Wile E Coyote
05-24-2006, 05:44 PM
yeah, in the README (*ahem*) it specifically says these may slow down your system if you have an older system.... :rolleyes:

bumpmaps, lot's of em, cause serious rendering headaches for older cards.

Trp. Jed
05-24-2006, 07:05 PM
Does the consistency check kick in if you edit map/prop models?

Just wondering as we have a natty little trick in Ham and Jam which helps a lot when adding normal maps or other expensive shaders to them.

Strafe
05-24-2006, 07:14 PM
Originally posted by Trp. Jed
Does the consistency check kick in if you edit map/prop models?

Just wondering as we have a natty little trick in Ham and Jam which helps a lot when adding normal maps or other expensive shaders to them.

I'm not sure..but I use custom skins, props, models..everything pretty much and I've never had a problem anywhere.

OZZMAN
05-25-2006, 05:03 PM
well, i never had that problem again..i think it was the bump map thing....and I know the readme says that it may slow down my system etc.....but I have a great computer to run any skin with dod-source...

thx

Trp. Jed
05-26-2006, 11:44 AM
Quick tip for custom prop modellers which we use with Ham and Jam.

Basically adding normal maps is "expensive" in terms of shaders so to optimise it's useage its often beneficial to turn "off" the normal map at distance.

You can do this in the QC file using the LOD commands as follows.

In this example we have a tree bark texture that uses a normal map. The VMT file looks like this:


// bark01.vmt
"VertexlitGeneric"
{
"$basetexture" "models/props_trees/bark01"
"$bumpmap" "models/props_trees/bark01_normal"
"$model" 1
"$surfaceprop" "wood"
}


Basically, make a copy of this minus the bumpmap entry and save it with a different filename:


// bark01_simple.vmt
"VertexlitGeneric"
{
"$basetexture" "models/props_trees/bark01"
"$model" 1
"$surfaceprop" "wood"
}


Next, in your QC in the LOD sections, replace the detailed, normal mapped texture with the simple flat one.


$lod 75
{
replacemodel "tree_01_ref.smd" "tree_01_ref_LOD1.smd"
replacematerial "bark01" "bark01_simple"
}


What this does is "turn off" the normal map when the tree is 75 LOD units from the viewer. You should add the replacematerial command in each LOD level section your QC has.

Simple trick and works pretty well we've found.

Wile E Coyote
05-26-2006, 03:46 PM
yeah that makes pretty much good sense. I thought it already did this by default!

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