Judith on 2/7/2006 at 13:16
Ok, that's really important piece of advice for me, thank you :) So the fog just hides some visiblility "errors" which might have been noticed otherwise - I mean seeing through 2 BF textured substractive brushes, divided by zone portals. I'll get rid of those unnecessary portals, they don't seem to hurt performance on my GF 6600 GT, but other cards' users might suffer from it.
Oh and if you had a spare time and could "illustrate" your "cheat idea", I'd be grateful. I think I get it, but I'm not sure :)
Crispy on 2/7/2006 at 14:09
I don't get it at all, so some further explanation would be great. :)
Martin Karne on 2/7/2006 at 22:40
I don't know about very big portals, but like I should have said, logic area occlusion thru the sum of added brushes and zone portals to hide the underlying area, in this case a small yard that was formed helped to hide some performance hit, since I have got a GF6200, I can feel the normal user worries about hitting a slideshow once in a while, so I am just preventing on the spot bad design.
By logic and experience thru all those years of amateur in house mapping (1996 Quake I [I've never published any of those and there were not many tutorials and my english was even more crappy] to the present) I have some degree of prediction of what is going to work for the quake series of engines, and since this heavily modified engine is slowing down with big open areas I feel like I am doing a beffed up quake I/HL I map.
:weird:
PS I have recently started working on a DeusEx FM too, who knows if I can do some maps here and there.
Martin Karne on 2/7/2006 at 23:02
I use backspace to get the developer panel, form there I can get FPS, several menus of useful and useless stuff, inventory and cheats.
How is the FPS and the milliseconds? As long one is big/medium and another is low/medium you should be having an OK performance hit, since even on the original maps my new card can crawl a bit, hey I missed the FX5200 slideshow anyway, I swear!!!
:thumb:
Martin Karne on 2/7/2006 at 23:46
Nice map and runs without overloads, in here I've found a tutorial on how to deal with fog in the skymap.
You might need to scroll down a bit, until you get to the static mesh for the fog ring in the skybox.
(
http://phalanx.planetunreal.gamespy.com/tut's/tutorial_ter.htm) http://phalanx.planetunreal.gamespy.com/tut's/tutorial_ter.htm
STiFU on 2/7/2006 at 23:54
I nominate Martin for today's biggest spammer... A triplepost! :joke:
But anyway, I'd rather concentrate on one engine and especially on one map, than on multiple ones either way or you will never get anything finished.
Martin Karne on 3/7/2006 at 00:16
I am a multi tasking person.
I know it sucks to get one thing done.
Judith on 3/7/2006 at 08:10
Quote Posted by STiFU
But anyway, I'd rather concentrate on one engine and especially on one map, than on multiple ones either way or you will never get anything finished.
True, true, but according to that terrain tutorial I should start everything from scratch :cheeky:
STiFU on 3/7/2006 at 10:30
Quote Posted by Judith
True, true, but according to that terrain tutorial I should start everything from scratch :cheeky:
Uh did I miss something?? Is the terrain tutorial working now? (Sry I have been absent some time, so I probably missed a lot)