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Posted: Mon Mar 22, 2004 11:50 pm
by Bjarne BZR
8-The part of the wall inside the leafgroup will not be drawn.

9-Start with making a correct detail/structural brush design: http://dynamic6.gamespy.com/~rjukanproj ... WithDetail ( there are Areaportal and vis_leafgroup tut links at the bottom if it does not fix your FPS good enough )

10-If i put another sky box surrounding the caulked skybox and give it a sky texture would it show up? -NO

Posted: Tue Mar 23, 2004 12:34 am
by Jack Ruby
Wackos textures are perfectly aligned, copy his moves :)

I am here cos I saw your needing help with vis, leafgroups are simple to introduce to the map, as are area portals ( though portals may mean adding some doors to your map ).

What do you need to know ?

I am happy to help if I can :)

Posted: Tue Mar 23, 2004 1:02 am
by M&M
alrgiht,the texures on the towers are now rotated :wink: (and a few other things)

9-i have (imho) good detailing ,i made alot of brushes detail and everything is ok ,but in the underground area the whole map is drawn and i dont know y,i did make structural brushes between it and the upper area
and other key areas .but as u seen the fps underground is 50 (high details) so i want 2 seal of the upper area of and prevent it from being drawn by the engine when im underground (not near the ladders going up)
so if i place vis_leafgroups all around the underground area and disconnect them with the ones near the ladders ,would it work and make the upper area not drawn ?

10-how about the other way around,placing a sky box with sky texture and another box(bigger) around it with caulk sky ,would fog appear then?


there is a new question also :wink:

11-do i have 2 make a shader file 4 a texture i plan 2 release with the map ?the only custom texture in the whole map is the sky ,i found it on another map and i think it fits more than mohaas skys ,however i dont know how 2 make shaders.i also want 2 have a loading screen ,do i need a shader 4 that 2? cause i was checking out some shaders and most of them seemed 2 mention the lading screen :?

Posted: Tue Mar 23, 2004 1:37 am
by blue60007
10. Again just use one sky box with caulk sky or see below

11. For skies and loading screens you will definately need shaders. The fog is probably not showing because you don't have the sky's properties set.

Posted: Tue Mar 23, 2004 7:43 am
by wacko
10 u won't get any results by any skyboxes outside the one most inside.

11A - introducing new shaders to your map is quite easy. for the beginning, i recommend using a shader of a similar texture from pak0.pk3/scripts. For example, if u needed a new metal texture, you could choose "general_industrial/jh_rustpipe1". Open pak0.pk3, go in folder scripts, open general_industrial.shader, find the jh_rustpipe1 part and copy/paste it into a new text file. Now change all folder and file names according to your needs and save it as something like "mytextures.shader".

Code: Select all

textures/mxtextures/mynewmetal
{
	qer_keyword metal
	surfaceParm metal
	{
		map textures/mytextures/mynewmetal.tga
		rgbGen identity
		depthWrite
	}
	{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
		depthFunc equal
	}
}
But, look inside other maps and see how it's done, there are several in the cookie monster's lair (:evil:) or read a tutorial where a shader is made

11B - see above for the shader and then, u'd have to copy/paste/adjust a new ui/loading_mynewmap.urc, where that loading screen is called.[/code]

Posted: Tue Mar 23, 2004 3:27 pm
by M&M
seems a little complicated but i guess once im started it will become easy ,gonna test it out and c the results
there are several in the cookie monster's lair
:oops: :oops: sry about that ,ill check there :wink:

Posted: Tue Mar 23, 2004 7:23 pm
by M&M
after spending over 3 hours :evil: trying 2 figure out and make a .shader and a urc file i ended up giving up on the map 4 today :x ,however i have decided 2 revert back 2 the original mohsky1 i had already put b4 .now the map has no custom texture whatsoever :D .

prolly gonna remove fog also as i cant add it properly ,however in an earlier version of the map while i was testing i managed 2 add fog 2 the map which looked very fine ,but somehting wrong happened and i had 2 delete all worldspawn keys and values and make them all over again but i forgot 2 add fog until now :? .

any1 has tips on how 2 improve the fps on my map,i got alot of detail stuff but the fps is still in need of improvement.specially the underground part .i also need some more tips on improving the looks of the map .u can check the maps progress out here

Posted: Tue Mar 23, 2004 7:37 pm
by blue60007
VIS Tip: if you have any pathches/curves with a lot of triangles select and and do 'Shift+['. This decreases the complexity, thus less triangles to draw and higher fps. keep doing it until it gets too square looking to fit your needs, also use shift+] to increase complexity. This may really help to improve fps if you have a lot of patches with high complexity. :wink:

Posted: Tue Mar 23, 2004 7:39 pm
by M&M
i already did that b4 but the patches looked terrible so i restored it back 2 how it was .tnx 4 ur tip though ,i might use it eventually if i cant get the fps up (sacrifice looks over gameplay)

Posted: Tue Mar 23, 2004 7:41 pm
by blue60007
yeah sometimes you must make that desision: Looks or preformance

Posted: Tue Mar 23, 2004 8:18 pm
by Bjarne BZR
Have you tried running around the map with "r_showtris 2"? Tends to give an expalnation of why FPS is bad in an area.

Posted: Tue Mar 23, 2004 9:09 pm
by M&M
yes,thats how i knew that the map is being drawn from the underground area.the upper area cannot be helped as its an open area with nothin 2 block view but the fps isnt bad upthere .its in the underground area where u get 30 fps or sometimes 20

Posted: Wed Mar 24, 2004 2:55 am
by blue60007
well maybe if your floors are thick enough you could stick a large brush inbetween the two levels...

Posted: Wed Mar 24, 2004 8:33 am
by Bjarne BZR
Well, without actually seeing the map file: I'd guess you have detailed a brush you shouldent... Or you think something is blocking VIS that does not.
Try this filter techinique: http://dynamic6.gamespy.com/~rjukanproj ... WithDetail thats the way I do it.

Posted: Wed Mar 24, 2004 4:52 pm
by M&M
lol :lol: ,u posted this link twice 2 me now .
anyways ,i have detailed all the stuff that needs 2 be detail in my map,and all the structural brushes are "vis blocking brushes" .i did use ctrl + d (detail filter) 2 check my map out and it seems in perfect condition (imho) .anyways ,i have uploaded the beta so u can check it out with r_showtris 2 and c what i mean when the map is drawn from the underground .i would also appreciate any tips/remarks on the map in this thread .u can get the map from there 2