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Posted: Wed Mar 09, 2005 9:14 am
by Bjarne BZR
A sugggetion for man vis:

Your current version:
Image
...has very little chance to hide any players views. Even with the mightiest manual VIS. If you re-arrange it a bit to something like this:
Image
...it would be possible to start hiding stuff with manual VIS again.

For people that have not tested this beautiful map: the reasons for the vis problems are that only these marked houses are high or solid enough to be guaranteed to plock player views:
Image

Posted: Wed Mar 09, 2005 9:46 am
by Mj
Lol, Puzzle time, It looks like the idea of the interchangeable map has come into focus... lol

I'm pretty hesitant about shifting everything around, as that means I'll have to re-wire all the lights, and tbh, thats the most monotonous task on this planet :cry:

I may, though, do something with the middle 'junk' island, as it seems a big hole in the map.

Thanks a lot for all your help tltrude, your getting credit whether you want it or not, since you and Bjarne have both been great helps to me in ironing up this map 8-)

First things first, I'll start with detailing the map more, and re-try a full compile. If thats going to take too long, I'll do something with that junk island - maybe swap it with the top LH warehouse-thing :)

Again, thanks a lot guys :D

map design

Posted: Wed Mar 09, 2005 1:04 pm
by tltrude
I don't understand what Bjarne BZR is trying to do. Adding more detail will make vis compile faster, but it wont help with the FPS. If you rearrange the map and make three fake buildings structural again, it will be right back to where it started--longer vis compile.

Seems to me that doing a "-final" light compile will help more than speeding up the Vis compile. Right now the visdata is at about 900k--not bad at all for a map that size (around 2000k is the limit).

Posted: Wed Mar 09, 2005 1:25 pm
by Mj
Well, the most recent version light is done as -final -vertex...

Well, I'll play around with the map and see what effects i get :)

Posted: Wed Mar 09, 2005 1:33 pm
by Bjarne BZR
@tltrude: I dont talk about compile times, but about blocking the sight enough to be able to start using vis_leafgroups effectively. As it is now: you can see very far in the map, making vis_leafgroups impossible to use in any effective way.

Posted: Wed Mar 09, 2005 3:44 pm
by lizardkid
that's true, but if these are indoors, then ease of use with areaportals and drawing theoretical *sight lines* can make a whole lotta difference.

by sight lines for those who dont know, are straight lines drawn in from interections in the map and show you where to put leafs in. this top-down view is perfect for it :)

Posted: Thu Mar 10, 2005 3:31 pm
by Mj
After getting extremely irritated moving things about, to no good effect; unfortunatley, I have given up... I have got the final version now, ready to be publicised as soon as I find my USB drive 8-)

As most places are blocked to my school network, could someone do me the favour of posting it on such sites as TMT? Thanks for all your help guys, hopefully I'll have it up later :)