After format, compiled map is jittery.


Formologic23
05-22-2007, 04:46 PM
Here is my problem. I lost a drive a few weeks ago, but was able to get the information I needed off of the drive. I recovered the .vmf's that I needed to continue working on the b4 version of my map.

My problem is that whenever I compile a later version of my map (such as a b4 version), the map runs very jittery and stutters. The released version of my map (dod_timberland_b3) plays like it should. There are no errors in the compile log.

Do I need to start over in order to get the map to run smoothly or is there something that I am missing. Has anyone else had this problem after a format?

Insta
05-22-2007, 04:55 PM
What does +showbudget show? Any regular spikes in any of the categories?

Formologic23
05-22-2007, 05:15 PM
Dynamic Light Rendering is apparently my issue. I don't have any dynamic lights. I have one light entity that I have flickering for my fire, and a light_environment.

JakeParlay
05-22-2007, 05:49 PM
I have one light entity that I have flickering for my fire

bingo. that's your dynamic light right there. just turn off the flickering aspect and all will be well.

Formologic23
05-22-2007, 09:19 PM
Ok, I shouldn't be allowed to map. :D

Dash
05-22-2007, 09:42 PM
Also, if you need the flickering, be sure to set a range for the dynamic light. If it doesn't have any range, dynamic lighting will render no matter what (even if its visible or not), causing massive lag.

Formologic23
05-22-2007, 10:53 PM
I don't really need the flickering, because that's what's happening, it's being rendered throughout the map, visible or not. I will just remove it as it's not worth the expense.

Thanks for helping answer a total noob question.

Furyo
05-23-2007, 01:30 AM
You can simulate a flickering light by using point_spotlight entities. Use two or more of them on top of each other, with slightly different color values. Set their width and length so they appear to be lighting all around the fire, and use a timer entity.

One of the point_spotlight should be flagged to start on, and the timer should fire at every .1 second, turning off one entity while turning on another.

Make sure they all are flagged "no dynamic light" or they'll start emitting light too, making you go back to square one, only worse.

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