Models - solid or not solid?


PanFrie
01-19-2007, 07:50 PM
sold? or not solid? that is the question...

does it make a difference in FPS or server load if you have models that arnt solid? like, say you have a window model thats high up that no one can get to. will you get more or anything if you make that model not solid? or is it just one of those things that you should do... (i realise one model will not make a huge difference, but im talking about through out an entire map.

Watevaman
01-19-2007, 07:58 PM
I would think that it would save some strain if the model was only one sided, since the player would only see one side. And yeah, it might help a little if they're not solid, but I'm not sure about that.

fishy
01-19-2007, 08:08 PM
most of the windows that i use are set to not solid. there are even a few of the door arch models that don't have any physics data, which give an error in the compile log if you try and make them solid.

ultranew_b
01-19-2007, 08:15 PM
Non-solid will definetly save on fps. Less collision calculations for the engine to figure out when rendering. It may save a little fps, but in this day and age of higher detail maps, every little bit counts.

:)

PanFrie
01-19-2007, 08:36 PM
thank you :-)

edit:

ok, now, for those of you who have play tested dod_hectic, you know about the rediculous, yet cool looking "bush path", the one made entirely of hedge props. would it be better to make every one of them to be not solid, then just add a clipping where it should be? or would that add a ton of FPS? (i would just try it, but i REALLY dont wanna spend forever compiling just to try that little are)

Ca-Chicken-Soup
01-19-2007, 10:48 PM
Originally posted by PanFrie
thank you :-)

edit:

ok, now, for those of you who have play tested dod_hectic, you know about the rediculous, yet cool looking "bush path", the one made entirely of hedge props. would it be better to make every one of them to be not solid, then just add a clipping where it should be? or would that add a ton of FPS? (i would just try it, but i REALLY dont wanna spend forever compiling just to try that little are)

The clipping won't make any noticeable difference for something so small like that, but hedge models, having alpha layer textures on a model slow things down.

PanFrie
01-19-2007, 10:53 PM
well you see... the tunnel alone has... 90 hedge_256_128high models... personnaly i get 30 - 40 FPS in there... but i have had others complain about a bit of FPS drope there... (around 5 FPS...) and I've only got a GeFore 6600 GT.

pedroleum
01-20-2007, 01:14 AM
you might want to model that part of your level in a 3d modelling software... you can even take the hedges model/texture and use it in there.. strip unseen faces and you'll be most likely down to at least half of the faces. (if i remember your tunnel correctly, its only visible from the inside.)

also you can make the tunnel look more organic that way. it's pretty edgy atm.

about performance issues. i found out while working on the cornfields, that to many models with alpha-textures lined up on eye height cause massive fps drops. especially if you can see a large amount of that model behind eachother.
(hmm, hard to explain ;)

PanFrie
01-20-2007, 11:39 AM
thats a good idea pedro. unfortunately, modelling skills > me, so i would need someone else to make it for me, which could be difficult to work with the size. (if someone would like to PLEASE PM ME!!! (its just a tunnel made of the hedge model)

pedroleum
01-20-2007, 02:02 PM
houkey, i try it... send me either the latest version of your map or just your hedge-construction in a hammerfile, so i can make it fit nicely in.

PanFrie
01-20-2007, 03:10 PM
hey thanks a bunch pedroleum!

http://panfrie.zergs.com/tunnel.vmf

(you'll have to right click - save as)

JakeParlay
01-20-2007, 03:28 PM
yarr.. its anti-aliasing that will murder FPS with the hedges and other foliage (w/ alpha layers, like soup said). so pedros idea to strip some of the faces out could be the saving grace. please keep us updated on your results, i'm curious! :D

Furyo
01-20-2007, 04:01 PM
Just a quick note for those who wouldn't know this command, you can view the collision model of your props in game, by using "vcollide_wireframe 1". That's the best way to see which props have collision models and could be set to non solid.

Remember the larger models' collisions should be replaced with bullet clips so rifle nades for instance can bounce back instead of flying through.

pedroleum
01-26-2007, 01:22 PM
ok, i just gave it a run... and it seems i forgot about the issue i had with the hedge model a while back (thread (http://www.dayofdefeat.com/forums/showthread.php?s=&threadid=68133&highlight=hedge)). i once removed some polys to make it faster, but when i recompiled it, the whole lighting got weird. i haven't got an answer to that problem yet... (i also stopped working on it, cause noone could help me)

so as you can guess, the lighting is pretty much the same problem here...
i don't know how to fix it, sorry :(

maybe jed knows something more?

PanFrie
01-26-2007, 03:56 PM
errrr, thanks for trying pedro :-)

pedroleum
01-26-2007, 05:15 PM
not so fast ;) i'm not done yet!

Formologic23
02-06-2007, 10:19 AM
Well, if anyone figures this out, I was wondering if I could also use the result, as I have many hedges in my map:

http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=69005&highlight=brevands

As it stands right now, the lowest fps drop I get with everything on high is about 40, and this is with a fast compile. I haven't done anything as far as area portals and such to improve fps. But with this solution, I could hopefully add even more fps. I also have a lot more time on my hands now and with the news of long draw distances being late summer, I would like to complete this.

FuzzDad
02-06-2007, 02:27 PM
Best thing you can do is try your map with far less grass details. Find the appropriate listing for your grass texture in the details file and alter the percentage of grass...you'll be amazed at the fps pickup. You can also use occluders nestled in the hedges that you are not supposed to see through...they will stop drawing models on the other side.

Be careful though...run around your map with them on and check to see if they work...they have to cover a significant number of models to be effective or their drag on the engine will negate their effectiveness.

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