HurracioDurrski Posted October 17, 2014 Report Posted October 17, 2014 Hi, i want to participate currently deciding on layout and desing so i will post some screens later Sprony 1
HurracioDurrski Posted October 21, 2014 Author Report Posted October 21, 2014 so i finally started working on my map, have this little piece so far ChA1NsAw and Sprony 2
Sprony Posted October 22, 2014 Report Posted October 22, 2014 Is that patch work for the vaulted ceilings or did you import it as a model?
HurracioDurrski Posted October 22, 2014 Author Report Posted October 22, 2014 Is that patch work for the vaulted ceilings or did you import it as a model? its patches, i always did everything right in the radiant. i recently started learning blender, and importing game assets to unreal engine and mostly had problems with unwrapping, baking, lightmaps etc. and what experienced people model for 30-60 minutes im making whole day . i dont have really much time to learn this for quake 3. i had some design that will be better or need model making but i probably pass it and try to do everything in radiant. hope i finish the map in time and somehow optimized. Sprony 1
HurracioDurrski Posted October 23, 2014 Author Report Posted October 23, 2014 some progress, not sure if i should keep that stairs. also anybody know how much curved surfaces have hit on performance ? i dont want to end with low fps...
Hipshot Posted October 23, 2014 Report Posted October 23, 2014 (edited) Make sure you stay around 40k tris, then it won't matter how many patches you use. Or well, don't use too many =) But the imit is pretty high I think, I never had any issues with using plenty of them. Edited October 23, 2014 by Hipshot
1nfern0 Posted October 24, 2014 Report Posted October 24, 2014 I did a test with ~90k tris and my fps dropped from constant 90 to 82, if I turn arround very fast. And I dont have a monster pc. Just make sure to increase the hunkmegs, or q3 crashes while loading. Nice gothic architecture
HurracioDurrski Posted October 24, 2014 Author Report Posted October 24, 2014 thanks guys, by the way isnt hunkmegs set higher in console? other people would need to increase it too and that doesnt much ok i think. I have old computer, but its builded good so it runs new AAA games, and laptop that has very bad gfx and cant even run quake live on 125fps with picmip settings or Rune (UT99 engine i think), so i will test on it too. iam also using lot of that stonewall and rust texture combination in my gothic maps but it isnt exactly polycount friendly
HurracioDurrski Posted October 25, 2014 Author Report Posted October 25, 2014 OK noob question, where can i get polycount for my map after rendering a cant find it anywhere
Sprony Posted October 25, 2014 Report Posted October 25, 2014 OK noob question, where can i get polycount for my map after rendering a cant find it anywhere /r_showtris, this draws the level as polygons being rendered by Q3. /r_speeds, this shows a readout of the number of polygons being rendered. /r_lockpvs, this culls areas of the map outside the leaf node that you occupy at the time of enabling.
Hipshot Posted October 25, 2014 Report Posted October 25, 2014 r_clear and r_lightmap are also useful commands, sometimes r_fastsky is nice too. HurracioDurrski 1
HurracioDurrski Posted October 25, 2014 Author Report Posted October 25, 2014 thanks, well it shows i have average of 15k leafs and vertices but triangles are 0.00 or i should divide verts by 3 ?
Hipshot Posted October 25, 2014 Report Posted October 25, 2014 Ok, like this: NNN/NNN TRIS First numbers are triangles in a single pass (like with basic textures as base_wall/concrete_dark), this is your raw triangle count. Second numbers are triangles i several passes (when you have textures with several stages to them, like ctf/killblockctf_b, which has 4 additional stages inside the shader, because it's rotating and shit) You should know that everything you see on the screen adds to these numbers, not just the level, you can directly deduct ~800-1000 tris, if you display your weapon, hud and the r_speeds numbers themselves that are something around ~400 tris. A letter/number is 2 triangles so. HurracioDurrski 1
HurracioDurrski Posted October 25, 2014 Author Report Posted October 25, 2014 oh i see, thanks damn so i have already 15k tris also finished my stairs, its a goddamn mess
Hipshot Posted October 25, 2014 Report Posted October 25, 2014 You should know that patches adds a lot of (dynamic cause of LOD) triangles, even if this can be modified through console commands in game, you really should treat your tri-count as if everyone were running on max settings and no special console commands or whatever.
Recommended Posts