Mtex over 20!

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wacko
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Mtex over 20!

Post by wacko »

I've read several posts about FPS-optimizing and found no clue. All I found out is that Mtex should stay under 20. In my map - after a final compilation, there are almost no places with Mtex under 20. What could I do now? I would say, there are nearly no unvisible brush-sides without Caulk, filtering Details makes almost the whole map clear and I think, I didn't use extremly much different textures. No idea...
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Post by TheStorm »

What do you mean by this part "filtering Details makes almost the whole map clear"?
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wacko
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Post by wacko »

I wanted to say: When I switch on the "Detail"-Filter, almost the whole map is empty...
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Post by mohaa_rox »

Maybe try not to filter anything. BTW, I'm done with your tutorial.

Read it here.
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Post by TheStorm »

Wacko wrote:I wanted to say: When I switch on the "Detail"-Filter, almost the whole map is empty...
I'm really found of detail brushes but it has to be the right brushes!! If it's a large map with a lot of stuff and almost every brush is detail then you won't have anything that blocks the view. That means that your whole map will be rendered wherever you are. That will give you high Mtex!

Can you describe what kind of map you have done! A large outdoor map or a town?? Maybe some screens!
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Post by jv_map »

Also make sure you measure your mtex at 1024 x 768 ;).
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Post by wacko »

okay :oops: a little exaggeration... brushes that should block light are no detail, so there's still much left, but I tried to convert as much as possible into detail. Maybe to much?
What is this Mtex? Of what should I not see more than 20?
The map is a little town with many windows where you can see into most of the other houses... Lovely for sniper vs sniper!
Here are some screens, i've taken with 640x480, but mtex is rather lower in 1024x768!
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Post by jv_map »

Mtex = mega-texels, which gives a good impression of the amount of memory needed by your video card to draw the map.

Your map has a problem of being very open, which makes it hard for the vis compiler to block things from view.

Maybe it helps to lower your skybox down until it reaches the highest rooftop.
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Post by TheStorm »

It's a bit open but still I guess you have made to many brushes detail (at least it sounds like that when you posted). Make all walls, floors, ceilings and ground structural!! It's really difficult to say what you have done!! Take a screen shot from mohradiant with all detail brushes filtered out! Then it would be easier to say if you have over detailed!
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wacko
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Post by wacko »

First of all, thanks! It's really great to know a place where you can ask for help - and get one!
I will try both, lower the skybox though there isn't much space left and give a deep look on the details. I've already found some which were (not) blocking the view from one room into another. Hopefully there are more of them to be able to decrease these Mtex.
Nevertheless, I'm afraid, you're right, this map IS very open, but this is the idea of it. Blocking the view from one end to the other would probably lower MTex but spoil the map.
I'll make it ready, and try to organize some webspace, so you could take a look, if you like.
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Post by mohaa_rox »

Nice little map. I mean, nice map. :wink:
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Post by wacko »

Tried to get MTex down, with little success, though :cry: This kind of map probably has to have this kind of MTex.

Take a look, if you want and tell me what u think:
http://www.magazin2000plus.de/wacko/dm_dorf.pk3 (1.3Mb)
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wacko
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Post by wacko »

Had some testing over at
http://dynamic4.gamespy.com/~map/mohaa/ ... highlight=
about my MTex.
The reason for my *{!? - MTex was a setting of texture-quality to 'high'. Choosing 'middle' makes everything fine. But I'm not sure, whether this may cause such a severe difference! Any ideas?
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Post by Slyk »

Are your Mtex readings as high or higher from the ground level??? From the sky it should be higher because your viewpoint exposes so much more map area.

Consider scaling texture UP if at all possible, it works and looks fine for many textures, and the MORE textures you put in your map, the more memory you use storing and configuring them.

More textures, in my opionion, is not always as important as consistant use to the location and need. Less helps the engine and makes things 'feel' like they're more connected. Variety yes, overkill, no.
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wacko
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Post by wacko »

What is UP? My German English is rather limited to what we've learned and and reading LOFR and Harrry Potter :(

I tried to use as few textures as possible, but this map was done by two, so this might have caused a higher amount of differnent textures...

How is MTex calculated? The amount of memory spent on holding texture-info in cache?
Last edited by wacko on Thu Feb 06, 2003 7:08 am, edited 1 time in total.
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