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Posted: Thu Feb 06, 2003 7:06 am
by wacko

Don't explain UP. Had a cup of coffee, and now I'm okay again. Thought it to be a cool abbreviation for something...

Posted: Thu Feb 06, 2003 12:36 pm
by 7th Es Cyborg
lol
Posted: Thu Feb 06, 2003 1:58 pm
by Slyk
By UP, I mean INCREASING scale size, from 1.0 to 1.25, 1.50 etc.
Posted: Thu Feb 06, 2003 2:17 pm
by jv_map
Wacko wrote: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?
You still should measure your Mtex at highest detail level! Ofcourse lowering detail level will increase your framerates, but that doesn't make the map any better

(not saying that it's bad or anything).
A lower detail level means all texels are four times as big, theoretically this should divide your mtex by 4. However, this means all players have to reduce their level of detail before playing your map, which can be quite irritating and reduces realism. For low end users, your map will be unplayable.
Posted: Thu Feb 06, 2003 6:04 pm
by wacko
Okay! This seems clear, but I had this MTex prob now with three maps: 'The_Canal" which was unplayable, the beta of night_raid and mine, where all were fine for others!
Could you please check my map (
http://www.magazin2000plus.de/wacko/dm_dorf.pk3) , to see, whether MTex in 1024x768 with highest detail is as high as on my machine.
7th Es Cyborg over at
http://dynamic4.gamespy.com/~map/mohaa/ ... highlight= did test my map and he didn't get that high MTex...
Maybe he had different settings in MOHAA, but when you review e.g. the_canal you have all settings turned to max, and write that MTex is sometimes just under 30! For me it's no problem to find a place where MTex is over 50, rather to find one under 30 (just staring into a wall from 2 inches distance)! WHY?????
Posted: Thu Feb 06, 2003 7:56 pm
by jv_map
It's because of color depth. You use 32-bits whereas I (and Cyborg) necessarily use 16-bits color. At 32-bits your Mtex is twice as high.
On my computer, it peaked at 15 which is ok, although there is room for improvement. 8)
Posted: Fri Feb 07, 2003 12:36 am
by Cpt_Pennybags
How many different textures are you using in your map?
I know you guys can make guesses as to what the mtex is but, if any one gets the chance, can they ask someone from EA what it is and how you improve it.
Posted: Fri Feb 07, 2003 6:37 am
by wacko
I (and Cyborg) necessarily use 16-bits color
What do you mean with necessarily?
Posted: Fri Feb 07, 2003 7:11 am
by jv_map
My vid card can't handle 32-bits color

.
Posted: Fri Feb 07, 2003 9:42 am
by Gizzy (nl)
I have the same problem in my Razzia map.
Great outdoor looking city of Amsterdam. But when outside on the street mtex is really terrible (somethimes almost 50

). So now I am doing a research on HINT brushes.
The following link might help, try to search on this site for "HINT"
http://www.quake3world.com/ubb/Forum6/HTML/019324.html
the following links might imporvoe helpfull:
http://fps.brainerd.net/hintbrushes.htm
http://www.planetquake.com/smackdown/hinttutorial.html
Posted: Fri Feb 07, 2003 10:01 am
by mohaa_rox
Nice looking map!
Posted: Fri Feb 07, 2003 10:47 am
by Gizzy (nl)
thanx, the only problem is the FPS and MTEX are really sh%$$&t, so release is not an option right now...second problem : visdata size right now is 4mb (was 7mb)...so trying to detail a "little"....
Posted: Fri Feb 07, 2003 12:14 pm
by rOger
What settings should I use when checking my MTex and Frame rate?
Posted: Fri Feb 07, 2003 2:45 pm
by jv_map
I use 1024 x 768, 16-bits color, highest detail for reviews.
Posted: Fri Feb 07, 2003 3:30 pm
by Slyk
I'd say use the hightest settings possible in the options menu at 1024x768x32bits, then you know how the game runs FULL-ON, if it's a dead horse with high settings, you know it's a real slug at lower settings.